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Guide and Walkthrough by Shotgunnova

Updated: 05/25/2008

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                                                           /               \
[ FAQ / WALKTHROUGH ]                                     /   _______       \
[ by: Shotgunnova (P. Summers) ]                          \  {¯¯¯¯¯¯¯}      }
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  REMINDER: Borders may display incorrectly on foreign-type browser encoding!
01) Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CTR1
02) Th' Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . THB1

    Search Function........................................................SFT1
    Status Ailments........................................................STT1
    Menu Overview..........................................................MNV1

03) Tips and Tricks  . . . . . . . . . . . . . . . . . . . . . . . . . . . TPT1
04) Disc One Walkthrough . . . . . . . . . . . . . . . . . . . . . . . . . WLK1

    01) Withered Ruins.....................................................PRL1
    02) Greenhell..........................................................PRL2
    03) Millennium Puzzle..................................................PRL3

    04) Town of Meria......................................................TWM1
    05) Sword Cathedral....................................................SWC1
    06) Town of Meria......................................................TWM2
    07) Valeria Chateau....................................................VLC1
    08) Illsveil Prison Island.............................................LLP1
    09) Under Traffic......................................................UNT1
    10) Damzen City........................................................DMZ1

        OPTIONAL: Odd Headquarters.........................................DDH1

    11) Telepath Tower.....................................................TLP1
    12) Damzen City........................................................DMZ2
    13) Mt. Chug-Chug......................................................MTC1
    14) Town of Meria......................................................TWM3
    15) Live Reflector.....................................................LVR1
    16) Sylvaland Castle...................................................SLV1
    17) Halmetz............................................................HLM1
    18) Golgotha Prison....................................................GLG1

        OPTIONAL: Halmetz..................................................HLM2

    19) Holst..............................................................HST1
    20) Aguel Mine Shaft...................................................GLM1
    21) Raline Observatory.................................................RLB1
    22) Valeria Chateau....................................................VLC2

        OPTIONAL: Wind Tiger's Den.........................................WTD1

    23) Baskar.............................................................BSK1
    24) Hidden Trial Arena.................................................HTR1
    25) Valeria Chateau....................................................VLC3
    26) Warwing Varukisas..................................................WVR1

        OPTIONAL: Thunder Lion Cage........................................TLC1

    27) Mt. Chug-Chug......................................................MTC2
    28) Sielje Region......................................................SLJ1
    29) Gate Bridge........................................................GTB1
    30) T'Bok Village......................................................TBK1

        OPTIONAL: Island Outpost...........................................SLT1

    31) Quartly............................................................QRT1
    32) Slayheim Castle....................................................SLH1
    33) Alchemic Plant.....................................................LCM1
    34) Emulator Zone......................................................MLZ1
    35) Guild Galad........................................................GLD1

        OPTIONAL: Abandoned Icebox.........................................ABX1
        OPTIONAL: Shining Garden...........................................SHG1
        OPTIONAL: Dark Reason..............................................DRK1

    36) Closed Mine Shaft..................................................CMS1
    37) Holst..............................................................HST2
    38) Coffin of 100 Eyes.................................................CFN1
    39) Diablo Pillar Antenora.............................................DPL1
    40) Diablo Pillar Caina................................................DPL2
    41) Diablo Pillar Judecca..............................................DPL3
    42) Diablo Pillar Ptolomea.............................................DPL4
    43) Heimdal Gazzo......................................................HGZ1

05) Disc Two Walkthrough . . . . . . . . . . . . . . . . . . . . . . . . . WLK2

    44) Memory Maze........................................................MMZ1
    45) Millennium Puzzle..................................................MPZ1

        OPTIONAL: Island Outpost...........................................SLT2
        OPTIONAL: Meteorite Crater.........................................MTC1

    46) Grotto of Lourdes..................................................GRT1
    47) Sacrificial Altar..................................................SCF1
    48) Lost Garden........................................................LTG1
    49) Valeria Chateau....................................................VLC3
    50) Sleeping Volcano...................................................SPV1

        OPTIONAL: Palace Village...........................................PLC1
        OPTIONAL: Guild Galad..............................................GLD2
        OPTIONAL: Crimson Castle...........................................CRM1
        OPTIONAL: Werewolf's Den...........................................WWF1
        OPTIONAL: Good Luck Zone...........................................GLZ1
        OPTIONAL: Pirate's Warren..........................................PRT1

    51) Raypoint Flam......................................................RYP1
    52) Raypoint Wing......................................................RYP2

        OPTIONAL: Odd Headquarters.........................................DDH2
        OPTIONAL: Promised Catacombs.......................................PMC1
        OPTIONAL: Lost Garden..............................................LTG2
        OPTIONAL: Lost City Archeim........................................LCH1

    53) Raypoint Geo.......................................................RYP3
    54) Raypoint Muse......................................................RYP4
    55) Trapezohedron......................................................TRP1
    56) Fiery Wreckage.....................................................FRW1

        OPTIONAL: Awakening the Three High Guardians.......................THG1
        OPTIONAL: Preparations for Spiral Tower/Glaive Le Gable............PRP1

    57) Spiral Tower.......................................................SPT1
    58) Glaive Le Gable....................................................GLG1

06) Lists..................................................................LST1
    '-Hidden Bosses........................................................HBS1
07) Frequently Asked Questions.............................................FAQZ
08) Thanks / Contributors / The Awesome Bunch..............................TCW1
09) Updates................................................................UTD1
10) Legality...............................................................LGL1

I. CONTROLS                                                              [CTR1] 
                     ____          |  |          ____
    L2 BUTTON -->   /____/\        |  |        /\____\   <-- R2 BUTTON
    L1 BUTTON -->  /____/\ \_______|  |_______/ /\____\  <-- R1 BUTTON
                  /  _    \________|__|________/    _  \
                 / _| |_                         _ /_\ _\  <-- TRIANGLE 
DIRECTIONAL --> | |_   _|   [SELECT]   [START]  |_|   (_)| <-- CIRCLE 
    PAD         |   |_|          [ANALOG]          (X)   | <-- X-BUTTON
                /            ____        ____            \
               /            /    \  __  /    \            \
               \         /\ \____/ /  \ \____/ /\         /
                \       /  \______/    \______/  \       /
                 \_____/ LEFT ANALOG  RIGHT ANALOG\_____/
                            (L3)          (R3)


DIRECTIONAL BUTTONS |  Move current party leader  | Choose options with cursor
      TRIANGLE      | Display/retract menu screen | Give item/attack descript.
      X-BUTTON      | Inspect button/hold to dash | Select option cursor's on
      O-BUTTON      | Use Encounter Cancel System | Cancel cursor's selection
       SQUARE       |   Use party leader's tools  |
      L1 or R1      |        Rotates camera       |      Toggles character
    START BUTTON    |     Changes party leader    |
   SELECT  BUTTON   |  Display/retract world map  |

II. TH' BASICS                                                           [THB1]

 Here's where someone should be able to turn for that mostly-bland, boring
 information that keeps a game in working order.

   i. CHARACTERS                                                      [CHR1]

[ASHLEY WINCHESTER]------------------------------------------------------------
  Ashley is a young man belonging to a musketeer brigade in the seaside town
  of Meria. Strong-willed with a fierce sense of righteousness, Ashley set out
  to battle the crisis facing Filgaia after being chosen to be a member of the
  Agile Remote Mission Squad (ARMS). Contrary to his gentle demeanor, he has
  become quite skilled at wielding a huge bayonet. His stats are all-around,
  for the most part, meaning he's got no major pitfalls in battle. 
  --- TOOLS ---
  * Hurl Knife  -  Projectile that can trigger far-off switches, hit enemies
                -  Found: Withered Ruins [prologue, mandatory]
  * Booty Call  -  Search the room/section for treasure items
                -  Found: Telepath Tower
  * Flare Gun   -  Lights up dark areas / triggers overhead switches
                -  Found: Spiral Tower
  --- SKILLS ---
  Ashley has no original skills of his own; instead, he wields his bayonet
  with much nonpareil, using its various ammunition to inflict damage (like
  Gene Starwind!). He only starts off with one ability for his ARM, but by
  searching chests in dungeons, he can find cartridges to upgrade and master.
  * ShotWeapon  - Bayonet attack [single]
                - Found: ---
                - FP: 06
  * MultiBlast  - Attack with special shells [group]
                - Found: Under Traffic
                - FP: 10
  * BoltAction  - Shoot-slash combo attack [single]
                - Found: Raline Observatory
                - FP: 16
  * DeadOrAlive - Possible instant-death attack [single]
                - Found: Mt. Chug-Chug
                - FP: 20
  * ShockSlide  - Burrowing shockwave attack [group]
                - Found: Closed Mine Shaft
                - FP: 24
  * FantomFang  - High-voltage energy shells [single]
               - Found: Lost Garden
                - FP: 30

  * Blast 'Em   - Wide-range shockwave attack [all]
                - Found: Raypoint Muse
                - FP: 40
  * RisingNova  - Extreme shoot-slash combo [single]
                - Found: Spiral Tower
                - FP: 50
  Lv. 1 - Accelerator - Ashley acts before anyone, regardless of RES values
                      - Learn: ---
  Lv. 2 - Combine  - Uses the power of Pooka and equipped medium on all enemies
                      - Learn: Hidden Trial Arena
  Lv. 3 - Full Clip   - Uses all remaining rounds in a cartidge on enemy/s
                      - Learn: Noel in Guild Galad (post-Sleeping Volcano)
  Lv. 4 - Access      - Changes Ashley into Knightblazer form
                      - Learn: Golgotha Prison

[BRAD EVANS]-------------------------------------------------------------------
  Hailed as the "Hero of Slayheim" during the war, he was later hailed as a war
  criminal and jailed in Illsveil Prison. He was chosen by Irving Valeria to be
  the third member of ARMS based on his abilities to use Heavy ARMS (bazookas,
  rocket launchers, etc.) and his strategic know-how. For someone who resembles
  a meathead, he's incredibly smart and caring.
  --- TOOLS ---
  * Kick Boots - Use to kick stuff over, off its hinges, etc.
               - Found: Greenhell [prologue, mandatory]
  * Bombs      - Blow up stuff to trigger switches, demolish crates, and so on
               - Found: Holst
  * Earthquake - Destroy all crates in the room + destroy some platform types
               - Found: Raypoint Geo
  --- SKILLS ---
  * Bazooka    - Fire mini grenades [single]
               - Found: ---
               - FP: 06
  * Pineapple  - Natural frequency-based attack [group]
               - Found: Telepath Tower
               - FP: 11
  * AM Cluster - Anti-monster missile unit [all/random]
               - Found: Aguel Mine Shaft
               - FP: 17
  * Lawnmower  - Attack with energy rounds [all]
               - Found: T'Bok Village
               - FP: 21
  * Rail Gun   - Ship-mounted rail gun [single]
               - Found: post-Coffin of 100 Eyes
               - FP: 99
  * Mini Scud  - Portable missile launcher [single]
               - Found: Sleeping Volcano
               - FP: 25
  * Sky Eye    - Satellite-ground beam attack [group]
               - Found: Raypoint Geo
               - FP: 31
  * EZ Missile - Phase-shift missile weapon [all]
               - Found: Spiral Tower
               - FP: 55
  Lv. 1 - Lock On  - Fire a cartridge at 100% accuracy + ramped-up attack power
                   - Learn: ---
  Lv. 2 - Combine  - Uses the power of Pooka and equipped medium on all enemies
                   - Learn: Hidden Trial Arena
  Lv. 3 - ARM x 2  - Use two Heavy ARM shots consecutively
                   - Learn: post-Coffin of 100 Eyes
  Lv. 4 - Boost    - Use a Heavy ARM cartridge at three times as much power
                   - Learn: Raypoint Geo

[LILKA ELENIAK]----------------------------------------------------------------
  With her cheery disposition and glowing personality, Lilka is the face of
  hope and humor for much of the game. Just a foundling sorceress trying to be
  on par with her deceased sister, the Eleniak Witch-Girl, she joins the call
  to "ARMS" and joins up. Her magickal powers are wide-ranging, from curative
  abilities to stat modifiers. 
  --- TOOLS ---
  * Fire Rod   - A fireball mainly used for setting stuff on fire (candles...)
               - Found: ---
  * Freeze Rod - A freezeball mainly used for snuffing torches/freezing things
               - Found: Mt. Chug-Chug
  * Change Rod - Magic bullet changes large gems into cubes, and vice versa
               - Found: Raypoint Flam
  --- SKILLS ---
  Lilka learns her abilities not through leveling-up or finding objects that
  immediately bestow her with power, but through engraving Crest items at the
  world's magick shops. Once engraved, she learns the ability permanently...
  or until she wants to erase it and use it for another ability. Her magicks
  aren't related to her level, so as long as she has a Crest, she can learn
  any magick available to her at the time. Possible magicks:
  LEVEL ONE                            LEVEL TWO

  * Break          * Air Screen        * Hi-Break      * Field
  * Protect        * Spark             * Irresist      * Hi-Spark
  * Rise&Shine     * Vortex            * Restore       * Hi-Vortex
  * Revive         * Quick             * Hi-Revive     * Slowdown
  * Shield         * Heal              * Armor Down    * Hi-Heal
  * Flame          * Dispel            * Hi-Flame      * Saber
  * MageWeapon     * Freeze            * HypeWeapon    * Hi-Freeze
  * Reflect        * Aqua              * Might Body    * Hi-Aqua
  Lv. 1 - Mystic   - Use one item on all allies in main party
                   - Learn: ---
  Lv. 2 - Combine  - Uses the power of Pooka and equipped medium on all enemies
                   - Learn: Hidden Trial Arena
  Lv. 3 - Extend   - One magickal spell is used on all allies in main party
                   - Learn: Island Outpost [Disc 2]
  Lv. 4 - DualCast - Use two magic abilities consecutively
                   - Learn: Raypoint Flam

[TIM RHYMELESS]----------------------------------------------------------------
  Tim is a boy with gentle features, and has the amazing power of being able
  to communicate with the Guardians. He's one of Ashley's acquaintances and
  joins the party when ARMS is bid to protect him as he trains to become the
  "Pillar" of Baskar. Like any mage, he's got weak defense and attack but
  comes chock full of nice magicks -- plus, he can learn unique skills through
  killing enemies with mediums equipped.
  --- TOOLS ---
  * Pooka      - Allows Tim to collect far-off chests or push far-off buttons
               - Found: Hidden Trial Arena
  * Air Ballet - Allows Tim to move far-off objects in straight lines
               - Found: Emulator Zone
  * Mist Cloak - Allows time to pass over gaps (1 grid) and thru mesh fencing
               - Found: Raypoint Wing
  --- SKILLS ---
  Tim learns new medium skills by attacking enemies with them equipped. He has
  to be the one dealing the attack, though, meaning it succeeds and does some
  damage. After a set number of attacks/kills, a notification tells that an
  ability has been learned. Some mediums have a few skills, some have one...but
  all have at least that many! [S] means single-target, [A] is 'all.'
    ABILITY NAME   MEDIUM         DESCRIPTION                     FP / KILLS
  - First Aid      Odoryuk        Heals all allies        [A]     24 / --
  - TurnUndead     Odoryuk        Turns undead with light [S]     04 / 15?
  - Red Beaut      Moor Gault     Guardian's fire attack  [S]     12 / 15
  - Napalm Hit     Moor Gault     Guardian's fire attack  [A]     50 / 10
  - Rock Bolt      Grudiev        Guardian's earth attack [S]     12 / 03
  - Graviton       Grudiev        Guardian's earth attack [A]     50 / 15
  - Water Gun      Schturdark     Guardian's water attack [S]     12 / 03
  - Submerge       Schturdark     Guardian's water attack [A]     50 / 15
  - Sonic Claw     Fengalon       Guardian's wind attack  [S]     12 / 03
  - Tempest        Fengalon       Guardian's wind attack  [A]     50 / 15
  - Lightnin'      Noua Shax      Guardian's thndr attack [S]     12 / 10
  - Plasma Tap     Noua Shax      Guardian's thndr attack [A]     50 / 20
  - Ice Beam       Aru Sulato     Guardian's ice attack   [S]     12 / 10
  - Arctic         Aru Sulato     Guardian's ice attack   [A]     50 / 20
  - Arrow Shot     Stare Roe      Guardian's light attack [S]     12 / 10
  - Nova Rain      Stare Roe      Guardian's light attack [A]     50 / 20
  - Black Gate     Leitea Salk    Guardian's dark attack  [S]     12 / 10
  - Dark Star      Leitea Salk    Guardian's dark attack  [A]     50 / 20
  - Arcana 13      Ge Ramtos      Drains life from enemy  [S]     20 / 30
  - Thanatos X     Ge Ramtos      Protects from sddn deth [A]     12 / 50
  - Valkyrie       Rigdobrite     Non-elemental attack    [A]     50 / 10
  - Cosmic Ray     Rigdobrite     Non-elemental attack    [S]     75 / 20
  - Goldhammer     Chapapanga     ...Gella?               [S]     77 / 50
  - Lucky Word     Chapapanga     +1 to Luck in battle    [A]     07 / 77
  - Full Heal      Raftina        Restores all HP         [S]     50 / 50
  - Apocalypse     Zephyr         Non-elemental attack    [A]     99 / 99
  - Bold Lance     Justine        Non-elemental attack    [S]     80 / 99
  - Speed Down     Dan Dairam     Reduce RES & PRY values [G]     70 / 20


 Lv. 1 - FP Shift - Distributes some of Tim's FP among the party
                  - Learn: ---
 Lv. 2 - Combine  - Uses the power of Pooka and equipped medium on all enemies
                  - Learn: Hidden Trial Arena

 Lv. 3 - Divide   - Divides the target's power in half

 Lv. 4 - Hi-Combo - Pooka's ultimate-guardian attack with equipped medium

  This female bounty hunter is hellbent on slaying Ashley, for reasons she is
  not afraid to divulge at many opportunities. Her steely personality is made
  up in part because she herself is a bit "steely" (play to figure it out!).
  Her abilities for "exorcism" are unmatched, and she's righteous to a 't'.
  --- TOOLS ---
  * Wire Hook  - When it hits a moor/stake, it pulls Kanon across divides
               - Found: Coffin of 100 Eyes
  * Rad Blades - Nullifies ground damage and shoots user across room
               - Found: Grotto of Lourdes
  * Jump Shoes - Allows Kanon to jump higher when standing on special symbols
               - Found: Raypoint Muse
  --- SKILLS ---
  All of these attacks are single-target:
    TECHNIQUE    LEVEL   DESCRIPTION                     FP
  * Left Edge  - Lv. 1 - Attack with built-in blade    - 20
  * Pike Kick  - Lv. 1 - High-angle pike kick          - 40
  * Drive Cut  - Lv. 1 - Double-cut w/ built-in blade  - 45
  * Wire Fist  - Lv. 2 - Attack with a gimmick fist    - 50
  * Arc Kick   - Lv. 2 - Double kick with energy arcs  - 70
  * Vortex Cut - Lv. 3 - Piercing Xenon vortex attack  - 75
  * Phalanx    - Lv. 3 - Focused shockwave strike      - 90
  * Eagle Claw - Lv. 4 - 

  The thing about Kanon's skills is that the new ones don't come from finding
  cartridges or ARMs, but by using (some of) her current skills. Since she's
  got bionic implants, she has a "governor" -- something that keeps her skills
  in check -- that prevents use of high-level abilities. But, when using the
  ones she already has, there's a chance a new one may "spark" in place of the
  attack chosen for that turn and she'll learn a new ability. She starts out
  with Left Edge, Pike Kick, Drive Cut initially. Here's how to get the newer
  techniques (Thanks to VeghEsther for the percentages):

  Left Edge     | Wire Fist          |  1/4    (25%)
  Left Edge     | Arc Kick           | 1/12    (8.333%)
  Pike Kick     | Arc Kick           |  1/8    (12.5%)
  Pike Kick     | Vortex Cut         | 1/24    (4.16%)
  Drive Cut     | Vortex Cut         | 1/16    (6.25%)
  Drive Cut     | Phalanx            | 1/48    (2.08%)
  Phalanx       | Eagle Claw         | 1/96    (1.04%)

 NOTE: Learning skills is easier with high Luck ratings!


 Lv. 1 - Gat Lv. 1 - Force-based multilevel attack (with Lv. 1 skills only)
                   - Learn: --- 

 Lv. 2 - Gat Lv. 2 - Force-based multilevel attack (with Lv. 2 skills only)
                   - Learn: ---

 Lv. 3 - Gat Lv. 3 - Force-based multilevel attack (with Lv. 3 skills only)
                   - Learn: Grotto of Lourdes

 Lv. 4 - Gat Lv. 4 - Force-based multilevel attack (with Lv. 4 skills only)
                   - Learn: Raypoint Muse


 The game's optional character (available on Disc 2) is a legendary Crimson
 Noble, a race of immortals who happen to have vampiric traits. Marivel's nice
 for the most part, although she can often be full of herself -- expect to hear
 about how awesome she is, how she helps everyone, and how she should be the
 ruler of Filgaia. Don't discount her sweet side, though -- her conversations
 with Tony are nice. <3

 --- TOOLS ---

 * Electel    - Shoot an electrical beam to power/blow things up.
              - Found: ---

 * Windup Key - Throw a twisting key to move smiley-face blocks
              - Found: Promised Catacombs

 * My Mike    - Sing a beautiful song to summon monsters/boss creatures
              - Found: Lost Garden

 --- SKILLS ---

 Marivel is reminiscent of a "Blue Mage" in the Final Fantasy series, she who
 learns skills by getting them from certain monsters. By using the "Skil Drain"
 technique, she can suck (vampire joke!) the power right out of 'em. Of course,
 some monsters don't have anything and this can be a long search for the right
 ones if you've got no guide.

 RED POWER       WHAT IT DOES                MONSTER        LOCATION         FP

 * Life Drain    Drains HP from enemy  [S]  ---------          ---           05
 * Skil Drain    Get enemy's Red Power [S]  ---------          ---           05


 * Booster       Up stats in autocombt [S]  Agion         Path to Sprl Tower 70
 * Cremation     Fire-elemental R Powr [A]  Efreet        Raypoint Flam      55
 * Def Down      Lowers DFP/MGR values [G]  Elbucky       Spiral Tower       85
 * Demonangle    Instant death to foes [A]  BlackSabbath  Werewolf's Den     60
 * Escdown       All foes' PRY to 0%   [A]  Potatohead    by Pr. Catacombs   80
 * Frigid        Ice-elemental attack  [S]  Fleurety      by Sielje Region   12
 * GellaCrazy    Last 4 G Digits = Dmg [A]  Melchom       S. Greenhell exit  99
 * Guillotine    I. Death to one enemy [S]  Hope Diamond  Promised Catacombs 04
 * Inspire       Thunder-element attck [S]  Furfur        Diablo Pllr Caina  12
 * Megaton       Non-elemental R Power [A]  Nybbas        Pirate Warren Isle 55
 * Power Seal    Casts Ability Block   [S]  EarthenFigure Plateau NW - Holst 08
 * Rock Gazer    Earth-element R Power [S]  Alligatiger   Raypoint Geo       12
 * Shadowbolt    Dark-elemental R Powr [S]  Twin Tail     The Quartly Desert 12
 * Sleep         Casts Sleep @ enemies [G]  Man Trap      Sylvaland Area     08
 * Status Lok    Status effect blocker [S]  Skid Lancer   Rd wtr by Pirate W 30
 * Thunderbolt   Thunder-element attck [A]  Thunderdrake  Thunder Lion Cage  55
 * Wildcard      Uses random Red Power [?]  Balloon       Meria Boule Area   04

  A party member for a short while on Disc 2, Anastasia is known more commonly
  by another name (I won't reveal). Lucied is her guardian and together they
  help Ashley navigate the Memory Maze. 
  --- TOOLS ---
  Doesn't have any, sadly.
  --- SKILLS ---
  * Refresh     -  [35FP] Restore abnormal statuses and HP 
  * Providence  -  [50FP] Ups DFP and MGR values on allies
  * Air Guard   -  [50FP] Ups RES value with wind protection
  * Salvation   -  [80FP] Prevents all allies from falling
  Lv1 - Impulse   - Sword attack with the power of friends
  Lv2 - BladeHeal - Argetlahm power restores all HP

[LUCIED, GUARDIAN OF DESIRE]---------------------------------------------------
  Showcased for only a short while on Disc 2, Lucied accompanies Anastasia in
  helping Ashley find his way through the Memory Maze. His form is that of a
  tusked 'werewolf,' although he's rather tame and not as aggressive as normal
  werewoles... Uhh..yeah. =p  He also shows up at the Werewolf's Den.
  --- TOOLS ---
  Wolves don't have paws, so they can't use tools!
  --- SKILLS ---
  Wolf Fang    - [50FP] Lucied's fang attack on one target
  Last Fang    - [70FP] Final attack of the werewolf on one target
  Lv1 - BlackDash    - Slash enemy in a high-speed dash
  Lv2 - Rage Moon    - Moon power damages all enemies

   i. BATTLING                                                        [BTL1]

 Battle takes place after encountering the enemy. There are various kinds of
 attacks one can get himself into:


  This is when the fight begins, all selected characters are fighting, and
  no one has the initiative. If the (!) box comes up on the world map and you
  let the skirmish ensue, this is the type you'll get.


  These types of battles are when the ally party (ARMS) gets the first strike,
  letting them begin before the enemy does. Given how beneficial this is, it
  takes place randomly. Use the "Elven Boots" accessory to boost the party's
  chances of getting this type to 1/3 (33.3%).


  There are three varying types of this. The first is a normal back attack,
  when the members of ARMS get ambushed and the enemy goes first. Fleeing the
  battle at this point may have a reduced chance of success.

  The second type is also a back attack, but the (up to) three members who ARE
  NOT IN your party have to fight. This is luckily rather rare and one can go
  an entire game without encountering one of these.

  Third, a party member may be singled out and have to survive on his/her own
  for a few turns. Naturally this is a disadvantage, but the rest of the team
  will arrive eventually to back up the lone ally.

  Equip a "Weathervane" accessory to "prevent surprise or fighting alone."

   iii. SEARCH FUNCTION                                               [SFT1]

 This ability is unique to the Wild ARMs series, and is either loved or hated,
 depending on who you talk to. Using the [] Button, you can search the lay of
 the land, looking for items on the ground or towns/dungeons. They all appear
 in the same fashion and there are few destinations that appear independantly
 of this function.


 Often times, you will have to get directions before you can find a place, as
 it will not show up any other way. You'll know you've found the right person
 to tell you where to go because phrases will appear in yellow. 

   iv. STATUS AILMENTS                                                [STT1]

Status ailments are, of course, things that negatively influence a character's
abilities, both in and out of battles. Here's the abnormality rundown and how
to deal with 'em:


 Poison is generally the same in any game, as it decreases HP by an increment
 after actions are taken. In WA2, the character inflicted loses 1/10 (?) of
 his/her HP at the resolution of _all_ turns, both ally and enemy. The status
 leaves on its own, although Antidote items and Restore magic work. Moonstone
 accessories block 100% of the time.


 Just like the previous type of poison except this does a lot more damage
 to the user at the resolution of all turns. I believe it's one-fifth of a
 character's max HP, but I'm not sure. It may seem like I'm just lazy and
 not figuring this out, but this is actually a rarity among statuses so any
 players can probably go through the game without being smacked with this.
 It runs out on its own, and Antidotes/Restore magic cure it, too. Moonstone
 accessories prevent this variant as well.


 Yeah, this is probably one of the worst in the game. Should a character by
 inflicted, s/he will not be able to be cured (regain HP) by any means, thus
 throwing a huge wrench in battle plans. Medicine items and Restore magic'll
 solve it on a single-serve basis, although Hazel Sprig accessories can sure
 prevent it 100% of the time.


 Not too bad, and actually very useful in some user-made challenges, but it
 prevents a character from receiving EXP at the end of battle. Cure it 'fore
 then, with a Toy Hammer item or Restore magic, for the easy solution. Use a
 Memo Pen accessory to block this permanently.


 A sort of pseudosilence abnormality, it prevents characters from using any
 of their original commands, meaning special skills/magic or force abilities.
 Getting hit with this in the heat of battle can be a death sentence for the
 healers, so use a Violet Rose item or Restore magic to take it off. Silver
 Harp accessories prevent this 100% of the time.


 This prevents a character from taking action turns, making them vulnerable
 to attack from the enemy. It eventually wears off, but the weird thing is
 that there is no equippable 100% prevention method for this -- you'll have
 to use Lilka's Rise&Shine magic /before/ you get hit with it, since it both
 cures the status and prevents it from happening in the battle's duration.


 This is the big brother to Sleep, and it works like that status as well as
 poison. So, essentially, the inflictee can take no action and loses some of
 his/her HP each turn resolution. Use Rise&Shine to cure it, or prevent it
 from happening.


 In battle, getting hit, evading, or attacking builds up FP; when in this
 bad status, it makes all FP gain reduced to +1 per. This prevents condition
 green on a character (when all statuses automatically alleviated) in its
 own way, so use a Peppy Acorn/Restore magic to take it off ASAP. Heart Leaf
 accessories prevent it permanently, while equipped anyway.


 A staple in many RPGs, Wild ARMs 2 is lucky that the person inflicted only
 uses physical attacks with indiscriminant targetting. This only wastes a
 character's turn (usually), and if allies have the Up P Defend skill maxed
 all the way out, they can usually take zero damage. Still, this isn't any
 infliction that's needed, so use a Pinwheel/Restore magic to take it off.
 The Clear Chime accessory prevents anyone from going bonkers.


 Yes, the bane of many, many battle strategies, paralysis prevents the 
 character from taking action much in the same way that sleep does. This'll
 wear off after awhile, too, but should get alleviated when possible. Use a
 Pixie Dust item/Restore magic to take it off, or equip a Blue Anklet and
 never let a character get hit with it at all!


 A petrified character can't fight, so it's much like sleep/paralysis. This
 wears off after a time, but is generally such a rare abnormality that one
 can play the normal storyline without seeing hide nor hair of enemies that
 use it. Softener items/Restore magic removes it, and the Gaze Mirror equip
 will prevent it.

   v. MENU OVERVIEW                                                   [MNV1]

     | 1 |       On the battle screen, you'll notice a plus-shaped series
  ___|___|___    of icons (not unlike Lufia 2) with various options upon
 | 4 | 2 | 3 |   them. This is the battle menu and each option has its own
 |___|___|___|   sub options. "1" is Equipment, "2" is Fight, "3" is Escape,
     | 5 |       "4" is Auto-Battle, and "5" is Party Formation.


  Here is where one can change armor on the person(s) in or out of battle. If
  you do this, it _doesn't_ take up any time in battle and you can do it as
  many times as you like. Sometimes certain allies will not be in the party --
  they may be elsewhere, temporarily out of the party, etc. -- and that's when
  their equipment cannot be changed.


  This is the option where the characters offensive abilities are subdivided
  and sectioned off. There are a few options in this regard:

   * Items -----------> Use an item from inventory that turn
   * Attack ----------> Deal physical damage based on STR and weapon's ATK
   * Defend ----------> Hold ground that turn and reduce damage incurred
   * Custom Command --> Use the equipped medium's ability, if there is one
   * Original Powers -> Use the character's unique skills/force abilities.


  This option lets the party flee from the current enemies. There are times
  when this cannot be used or has a low chance of success, when mandatory or
  player-initiated fights occur and when the monsters are of a much higher LVL
  than the party, respectively.


  Auto-battle is a feature that lets the characters fight on their own without
  player control. This is where it's switched on/off and the characters can
  have their three settings adjusted:

   * Manual ---> Character acts as directed by player
   * Normal ---> Character does only normal attacks
   * Balanced -> Character acts like him/herself

  Unless you've got a reason to use this, don't use it. =p


  This changes the current party formation. At most, ARMS is composed of six
  party members. The three current party members make up the "Forward" party
  and do the normal attacks, while the "Back" party (three unused charaters)
  don't do anything. However, in certain surprise attacks, the "Back" party'll
  be thrown into battle. There are also two other options:

   * Change Places -> Manually select characters to switch, one-by-one
   * Change Party --> The current party is switched for the "Back" party


 The "field" is when you're moving your character around manually, i.e. when
 not in battle. Press the triangle button (default) to display a menu with a
 few different options.


  This is where the player can use healing items on characters and see the
  inventory proper. S/he can also reorganize the items by commonly-used,
  event, and equippable categories.


  This is where all allies in the party can be equipped with their helmets and
  such. Every character can equip four pieces of gear with one medium, being

  * Weapon -> Character's weapon
  * Gear ---> Character's accessory
  * Body ---> Character's armor
  * Head ---> Character's headwear
  * Guard --> Short for "Guardian." Equip with mediums party has in inventory.


  Auto-battle feature, again. It's the same as when used in the battle menu,
  and the players can be tweaked for their usage in skirmishes.


  Also a duplicate of the battle feature, this lets ARMS' ranks be formed into
  two groups, "Forward" which does the main fighting and "Back" which doesn't
  do anything much.


  This is where each character can be looked at in-depth, with many pages on
  them, including:

  Pg1 - Stats  - the character's strength, vitality, sorcery, response, etc.
  Pg2 - PSS    - The character's personal skills are displayed here
  Pg3 - Skills - Available battle-ready abilities are shown here
  Pg4 - Force  - Unique force abilities
  Pg5 - Custom - The skills bestowed by equipped medium is shown


  Awhile into the game, ARMS' employer Irving gives them a communicator and
  this option lets them keep in touch. Use this feature to learn information
  at times, as well as brush up on what the current destination/mission is.
  Sometimes Amy and Kate will talk to you and give info, too. There are some
  places where the frequency is scrambled and there's a breakdown between the


  This option is only gained after finding the "AlbumCoupon" in the Thunder
  Lion Cage and exchanging it for a Monster Album at Odd Headquarters. Doing
  so lets the player inspect monsters they've already fought anywhere the menu
  can be used, and new monsters will show up with a green (!) bubble at the
  field. Things that can be looked at here (in alphabetical order):

   * Enemy LVL
   * Enemy HP (boss HP is not displayed)
   * Gella dropped upon defeat
   * Item that can be dropped
   * Attributes (elemental weaknesses, what they absorb, etc.)
   * Stealable items


  This is where the player can tweak various aspects that are incidental to
  gameplay, such as:

  * Controller ----- Change button setups on the controller
  * Sound ---------- Toggle Stereo/Monaural settings
  * Compass -------- Toggle compass on/off
  * MotionView ----- Changes the motionview system (battle camera, I think)
  * BattleCommand -- Toggle cursor memory on/off
  * CursorLocation - Toggle menu cursor memory on/off
  * ScreenLocation - Reposition the screen for your TV's best viewing
  * Screensaver ---- Toggle screensaver on/off
  * WindowDesign --- Change window display types to 4 custom or make your own
  * IconDesign ----- Change the framing for the various icons in WA2
  * Load ----------- Load a WA2 save off of a memory card in a PS2 slot

III. TIPS AND TRICKS                                                     [TPT1]

 Here's stuff I know with a bunch of trickery thrown in from the members of
 the WA2 board at GameFAQs. If they sent it in, their names'll be listed after
 the entry.

o Max out the Up HP skill as soon as possible to start getting more health at
  level-ups. The downside is that by raising levels, future party members are
  weaker because /they/ haven't been able to use Up HP yet. So, try to keep
  one's level low, at least in reference to gratuitous power-levelling.

o Stock up on medicinal items so you're carrying a good load -- twenty or
  more of each should do it. This helps in the early stages when enemies
  can inflict poison/paralyze/amnesia/disease and magickal means won't do
  the trick. Even later on, when there a few accessories that prevent things
  are obtained, this is still a very good idea.

o When in doubt, call Valeria Chateau. There are a few places that scramble
  the transmission, but overall, you can contact them at any time for hints
  and confirmation on the current objective/destinations. This is particularly
  useful for players who pick the game up after periods of inactivity and want
  to know what they're supposed to be doing.

o A full slot of Up P Defend abilities makes enemies, even those you meet a
  long ways down the line, do zero damage. This buys one time in fights one
  has to heal a lot in, and accounts the enemy as a wasted turn! This should
  be maxed out after Up HP.

o "Using the defender skill on some of the early bosses means you will never
  get hurt." - Random_Person06

o "Make sure the entire party (ie: those also in the "back") is equipped and
  healed because of ambushes and for when one character gets stranded by
  him/herself." - Becca

o "If you don't need healing, save the gems in dungeons for later" - Becca

o "You should only use the full carrots with Lilka's mystic." - Artema Dragon

o "You should always use the mini carrots with Lilka's mystic. This is a cheap
  way to raise the party's FP without expending Lilka's. This is also a really
  good way to get the 100FP for Knightblazer ASAP in a boss battle, especially
  after you unlock the secret market where you can buy them." - Artema Dragon

o "A little trick I use to help make the Kanon Fight's easier, is to bind Slow
  to a crest cap, and quick to a crest graph, in the first turn have ashley use
  the crest cap slow, and lilka cast quick on herself, this should allow Lilka
  to act before Kanon, and thus make healing about 398479012734091794027 times
  easier." - Random_Person06

IV. DISC ONE WALKTHROUGH                                                 [WLK1]

 Welcome to the exciting world of Wild ARMs 2! Start up the first disc, pop it
 in the loading tray, and start a new game. After the breathtaking FMV that
 can make grown men weep, you'll be given the choice to begin the game with a
 trio of prologues. The first one is...

| 01) Withered Ruins (a.k.a. A Young Man Ready for Action)             [PRL1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Gimel Coin      |_| Mini Carrot  |  _                             |
|       |_| Heal Berry      |_| Heal Berry   | |_| Stirge         4 EXP, 16g  |
|       |_| Heal Berry      |_| Heal Berry   | |_| Kobold         4 EXP, 16g  |
|       |_| Str Apple                        | |_| Gagison       10 EXP, 50g  |

 This is Ashley's prologue!

 As the military transport rolls on, the musketeers learn they're going to be
 involved in a hostage rescue operation at the Withered Ruins. The player'll
 be able to name the blue-coifed man [Default: Ashley] before the ride ends.
 And, you enter the destination automatically.


 Ashley starts in a plus-shaped room with his peers in there -- no encounters
 can be fought in here. Take note of the prismatic diamond-shaped thing on the
 field screen. That's tells the player what direction is which, with the red
 tip indicating north. This'll be referenced a bunch of times in the near

 Anyway, head left from where Ashley enters and go in the open door. There'll
 be a treasure chest with a [GIMEL COIN] in it. Follow the next door to a
 stairway, which leads to the first room's balcony. Follow it west (mind the
 compass point) to another door. Rob the chest for a [MINI CARROT] then get
 back down to the ground floor. Just goes to show you how crappy the mercs
 who looted this place were. :p

 Exit south from the initial room to find a man staring into a pit. The man
 says a musketeer fell down the shaft, so Ashley can play firefighter -- jump
 down into the darkness. He lands by the "clumsy fool," and after a demo of
 a neat knife-throwing trick, he gives Ashley the [TOOL: HURL KNIFE] for use.
 It can trigger far-off switches with the [] button. Watch the "Oops!" 
 tutorial as you go to the ledge then jump off.

 Enter the doorway by the switch the man opened and claim the [HEAL BERRY]
 inside. Take the previous room's stairway out, after. Continue along the path
 until Ashley happens upon a torch-lit room. At the top of the stairway there,
 is a second [HEAL BERRY] to stuff in his pocket. Continue back into the room
 overlooking the abyss.

 Instead of jumping in for another go-'round, use the Hurl Knife to trigger
 the switch -- this will open a door on the other side of the room. When you
 get to another torch-lit corridor, ignore the first doorway and take the one
 in a dark corner. This leads to a stone overhang you can walk on. Follow the
 peremeter to a third [HEAL BERRY] and spot the other chest in the east --
 take the long way around unless you want to fall through to the ground below.
 It's another [HEAL BERRY]...yay! Use the doorway nearby.

 Ashley will tread on a bridge with shimmering gems on it. Since they shine
 faintly with the power of life, they can restore the party's HP. These are
 small so they won't do much good, but better than nothing, right? In the next
 room is a feeble walkway, which sends Ashley plummeting if he steps on the
 wrong tile. The player can probably spot the "erronous" places, though, from
 the graphics. Here's a map anyway!

    SWITCH                                    The hash marks (#) represent the
      |_|                                     tiles that give Ashley a nice
   _ _|_|_ _ _         SWITCH DOOR            sinking feeling, so avoid those
  |_|_|_|_|_|_|            _ _                like the plague. Note that if
  |_|        #            |_|_|               he does fall, the room restarts
  |_|    _ _|_|_ _ _   _ _|_|#                and Ashley's health is assured
  |_|_ _|_|_|_|_|_|_|#|_|_|_|_|               still. Direct Ashley to the room
  |_|_|_|_|     |_|         |_|    S          marked treasure and shove the
    |_|_ _   _  |_|_ _ _ _ _|_|    |          [BULLET LOAD] into the inventory.
    |_|_|_|#|_| |_|_|_|_|_|_|_| E -+- W       
     #      |_|_ _ _        |_|    |          In the maze room, maneuver to
   /¯¯¯\ _ _|_|_|_|_|_ _ _ _|_|    N          the Hurl Knife "SWITCH" that
  |     |_|_|_|   |_|_|_|_|_|_|               opens the "SWITCH DOOR". Exit
   \___/  |_|_   _|_|     |_|                 through there and put this minor
    |_|   |_|_|#|_|_|     |_|                 annoyance of a room behind you.
    |_|                   |_|
   ENTER               TREASURE

 Continue on and jump down the ledge you see a man standing under -- it's a
 health official who'll heal Ashley. There's a save point in the next room
 ("Amazing Stone"); save if you want and exit. Stick to the scaffolding along
 the wall for the next doorway, which leads to a long walkway over an abyss.
 Ashley can encounter Gagisons here that give 10 EXP/50 GELLA, and since its
 within walking distance of the healer, this is a good place to level up.
 Keep on keepin' on if you're not up for power-levelling.

 The next room has a Hurl Knife switch against a pillar, too low for direct
 stickin'. Make your way around the thin path (longest way avoids bad tiles)
 and use Ashley's tool so that it hits the pillar and falls down, plinking on
 the switch to open the nearby door.

 Within, jump down the ledges with the healing gems and make for the chest w/
 a [STR APPLE] inside. From there, approach the next corridor and after some
 events, Ashley will be introduced to an orphan [Default: Tony] and also a
 gigantor, butt-ugly...

   BOSS: Sealed Monster Weapon Kalivos

         Kalivos ~~~~ HP: 400     EXP: 50     GELLA: 250    DROP: -----
         Left Claw ~~ HP: 200     EXP: 25     GELLA: 150    DROP: Big Berry
         Right Claw ~ HP: 200     EXP: 25     GELLA: 150    DROP: Big Berry


     Blade Claw L  --------> weak physical damage (~13)     [L: Left Claw]
     Blade Claw R  --------> weak physical damage (~13)     [L: Right Claw]
     Cross Blade Claw -----> med. physical damage (~20)     [L: Both Claws]
     Laser Breath  --------> med. physical damage (~25-28)


   ASHLEY: Lv. 2

   This is Ashley's first boss fight, and in case you shut your eyes when a
   nice tip came on the screen, killing the body parts nets you more EXP and
   gella, but only killing the main body wins the battle.
   Kalivos will use Blade Claw L/R continuously and eventually use Laser
   Breath. This shouldn't be a problem unless Ashley's HP dips below 30, and
   there's no way you should have used all his Heal Berries by now. In any
   case, even at Lv. 2 Ashley is faster than Kalivos, so play it safe and it
   should have a favorable outcome. Just be careful because it will use only
   Laser Breath when both its arms have been killed off! In that case, start
   slinging ShotWeapon slugs its way. I'll also note that defending can make
   its claw attacks do zero.

 Ashley single-handedly saves everyone, even the kidnappers, and manages to
 escape from the collapsing ruins with nary a scratch. After being reprimanded
 for being insubordinate, the prologue ends and a save prompt appears.

| 02) Greenhell (a.k.a. A Former Hero Now War Criminal)                [PRL2] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Heal Berry      |_| Heal Berry   |  _                             |
|       |_| STR Apple       |_| Heal Berry   | |_| Barghest        4 EXP, 16g |
|       |_| VIT Apple       |_| Heal Berry   | |_| Spawn           5 EXP, 20g |
|       |_| Big Berry       |_| Heal Berry   | |_| Balloon         6 EXP, 12g |
|       |_| Bullet Load     |_| Heal Berry   |--------------------------------o
|       |_| RES Apple                        |

 This is Brad's prologue!


 On a cold night, some guards with their dogs search a forest in the middle
 of a downpour. After a short flashback, the buff male character gets to be 
 given a name [Default: Brad]. Like before, take note of which way is north
 and head that direction. Going south's a dead end. Oh, and any items you've
 collected on the previous prologue(s) carry over, so Brad can use that STR
 Apple [etc.] if you'd like.

 In the next forested area, Barghests will appear. Their "Hunting Time" attack
 can do 20+ damage initially, but they die in two attacks (Spawns take three
 physical attacks). Conserve all of the ammo Brad has unless you're in danger
 of wasting a Gimel Coin! When you get to a ring of healing gems around a tree
 trunk, there are two [HEAL BERRY] chests in the west and east.

 There's a fork this time that bends around a large rock. Take the west path
 to some more healing gems and a [STR APPLE]. Take the path you ignored back
 north and out. Follow the gem-laden footpath and think about getting to Lv.
 2 here. Upon reaching it, Brad will be able to one-shot Barghests.

 Anyway, break the crates you see until you find three more under a tree's
 eaves. The middle one has a third [HEAL BERRY] inside, but the others are
 full of nothin'. When Brad approaches the cliff in the next screen, a chest
 is clearly visible. Jump down to it with some careful camerawork to get the
 [VIT APPLE]. At the bottom of the cliff, the middle box in the formation
 covers a fourth [HEAL BERRY]. Keep going north.

 Brad will encounter a little dog and hide when it runs off. When the guards
 leave, the pup gives brad a fifth [HEAL BERRY] and starts following him.
 When you get to a path filled with boxes, head east to the next screen where
 a vacant lodge sits. There is a save point here and in the adjacent room, 
 the Slayheim Soldier's [TOOL: Kick Boots] sits. Press the [] button to kick
 objects, shaking the target and moving things (sometimes). Head back outside.

 On the south side of the house, kick the gate off its hinges and enter the
 doorway nearby. It contains a [BIG BERRY], which you should definitely save
 for when you Heal Berry's have become obsolete. If you continue around the
 house, a [BULLET LOAD] clip chest comes into view. Head west out of the area
 back to the previous screen, then head north.

  NOTE: Try to stock up on ReviveFruits, which are dropped by Spawn enemies! 

 The next path has boxes all over it. When you get to a lone box, break it
 and pocket the [HEAL BERRY]. There's a lift nearby -- use the Kick Boots
 to take the ride down across the abyss to the next cliff. Use the string of
 healing gems nearby, because a boss launches a sneak attack on some soldier

   BOSS: Parasite Colony Monster Gremalkin

         Gremalkin ~ HP: 600     EXP: 60     GELLA: 250    DROP: -----
         Belly ~~~~~ HP: 225     EXP: 40     GELLA: 250    DROP: Big Berry


     Chest Buster ---------> WEAK physical damage (~ 8-10) 
     Roaring Burst --------> Med. physical damage (~30-37)
     Parasite Battalion ---> Weak physical damage (~19-23) [L: Belly]
   BRAD: Lv. 2

   The Belly is a pushover and killing it stops the Parasite Battalion skill
   from coming your way. This also makes it spam Roaring Burst most of the
   time, so if you're looking to kill all parts, weaken Gremalkin as you also
   weaken its Belly. If you need a pick-me-up, use Brad's Bazooka attack
   coupled with Lock-On so that there's no chance of it flying astray. Eat a
   Heal Berry if Brad's HP dips below 40. NOTE: However many bullets Brad
   uses up will be the amount he starts with later on.

 Weakened from the attack, Brad limps off onto the world map with his canine
 companion. You'll be able to use the "Search System" by pressing [], which
 reveals locations of places. T'Bok Village is nearby, but you will never be
 able to find it until you read the nearby sign. Balloons also appear on the
 world map.

 Southeast of Greenhell's exit is a forest where you can find a [RES APPLE]
 with the search system. Take it and head northwest, searching the map for
 a second sign. It says that T'Bok is NW from there. When you get to the 
 cape, search the dirty-brown patch to find the village.

                  __      _______               After a few scenes, Brad will
  WORLD MAP      /  \    /       \              pass out, waking up later to
                |TBOK\__/         \___          find a girl taking care of
                \                     \         him in the stable. She'll say
      N          \ SIGN#2             /         her name's Merrill and ask if
    W + E         \                  /          the dog is Brad's friend. 
      S           / SIGN            /           Select "Yeah, but I just found
                 |    ___          /            him" and you'll be able to dub
                 \___/   \  ITEM  /             it [Default: Rassyu]. Stick w/
                 EXIT     \______/              the original name because that
                                                is what this guide will be 
using, plus you'll need to know it later on and this is a good reference. Some
ruckus ensues outside and Brad gives himself up to save the village from a
fiery, destructified fate. End chapter, save prompt. Time for the last in the
set of prologues...

| 03) Millennium Puzzle (a.k.a. A Sorceress Just Getting Started)      [PRL3] |
| ENEMY:                         |                                            |
|  _                             | NOTE: Monsters in this area only appear in |
| |_| Gohm            4 EXP, 16g |       this area! If you're trying to get a |
| |_| Blue Book       5 EXP, 30g |       full bestiary, make sure to kill'em! |
| |_| Bogey           3 EXP, 12g |                                            |

 This is Lilka's prologue!


 After the li'l sorceress girl teleports into a town's meeting hall, they ask
 her who she is [Default: Lilka]. Eventually, a flashback takes place where
 Lilka is in a puzzle-like...puzzle. The Millenium Puzzle, that is! Har har.

 Unlike other people, Lilka starts out with [TOOL: Fire Rod], which lets her
 shoot flames in a direction. This can be used to trigger switches, catch 
 stuff on fire, bake bread...the general fare. ^__^ Use it with [], natch.
 The beginning room looks like a plus sign (sorta), as displayed below. I
 will divy up this place by the exits so this isn't so convoluted, and it
 will be. >=p

                         [SOUTHERN EXIT]

                         Lilka's already triggered one switchblock, so the
   N     _               southern path is open. Take the green crystal and
  W+E   | | <-LOCKED     warp to the next room with a save point. Continue
   S    | |    DOOR      south and out. The switchblock here moves a platform
 ______/   \______       when activated; get on it and activate it, yo. The
|______     ______|      next switchblock moves a platform vertically, which
       \   /             lets Lilka hit the next switchblock (see a pattern?).
        | |              There's a triple-fork, so take the west exit.
                         Another elevator switchblock leads to the next exit,
 a room with a switch that moves two blocks. Take it across, trigger it so
 the platforms retract to their original positions, get on the second, and
 shoot a fireball diagonally to get to the exit. Keep to the highroad with a
 string of gems and trigger the block under the ledge to open the exit.

 The next room pillar with a crystal on top of it. Warp outta this place to
 end up back in the initial room with the locked door. Use the Fire Rod from
 the upper position to hit a switchblock, opening the western crystal.


 Lower the wall with the switchblock, cross, then shoot a fireball back at
 that switchblock to raise the chain of blocks. The other switchblock on
 Lilka's side raises it even further, bridging the gap to another crystal.
 Cross under the pillars here (collect healing gems) and exit in the west.
 The next room has an elevator block, and the one after that puts you back
 on the highroad above another path. Jump down from here and use the platform
 to take you to the crystal. There's an orange pillar here, elevation: 5.
 Ride it up to get back in the first room. Trigger the switchblock to open
 up the eastern exit.


  There are two northern and southern exits here, and one in the east. Have
  Lilka explore the four side-exits and observe the heights of the pillars
  that are there -- this is vital information. When all have been recorded,
  take the eastern exit from the initial room to find a replica of the plinth
  where the pillars are. It's up to Lilka to replicate their heights, which
  are as follows:

  RED --> 1
  GOLD -> 2
  BLUE -> 3
  GREEN > 3

  To remake the heights seen elsewhere, stand on the colored tiles to make the
  pillars rise, then jump off when they're the right height. If you mess up,
  re-enter the room and they puzzle will be reset. If you do it right, the
  wall nearby splits and you can exit. Take it to the next pillar-vator and
  you can trigger the third and last switchblock.

  This opens the locked door in the Millenium Puzzle and the scene shifts to
  the present time. A man tells Lilka about the village being ravaged by some
  monsters at night. When possible, go outside and look for a person in the
  north who'll let you save (he's by the town weathervane). Talk to the three
  men outside and eventually Lilka will summarize what facts are known about
  the monsters (this doesn't seem to occur until you talk to the the watchmen
  a few times...?). Just then, a big ol' lumbering monster makes his way for
  the town's.........! WHEAT! Eek!

   BOSS: Boundless Glutton Monster Olivier

         Leg ~~~~~ HP: 220    EXP: 40    GELLA: 250    DROP: -----
         Olivier ~ HP: 500    EXP: 60    GELLA: 250    DROP: Big Berry


     Bufooooooooh! ----> Med. physical damage (~29-33)
     Olivier Juice ----> Med. physical damage (~20-23)
     Horse Field Kick -> Med. physical damage (~20-23) [L: Legs]


   LILKA: Lv. 2
   This shouldn't be too hard, since Lilka is faster than the monster...and
   can use Heal with 5 FP. Its legs are weak to Freeze, and can be taken out
   in two turns. This lets it use "Bufooooooooh!" which can do thirty-ish dmg
   so alternate attacking with Flame and healing to win. Really, there's no
   way you can lose this with both a speed advantage AND heal. =p

 So, it's a happy ending for Palace Village. "V for Victory, sucka!" is right!
 After the mayor and town wishes her off, the scene goes back to...

| 04) Town of Meria                                                    [TWM1] |
| ITEMS  _                   _               |
|       |_| Bullet Load     |_| RES Apple    |
|       |_| Crest Cap       |_| SOR Apple    |
|       |_| Heal Berry      |_| VIT Apple    |
|       |_| Gimel Coin      |_| 10-Gal Hat   |
|       |_| Heal Berry                       |
| IN MERIA BOULE CASTLE:                     |
|        _                   _               |
|       |_| Big Berry       |_| Full Revive  |

 After some scenes, you can name Ashley's significant other [Default: Marina]
 when she opens the curtains in his room. Search the barrels in the room for
 a [BULLET LOAD] and [RES APPLE]. In the room next door, search the barrel
 for a [SOR APPLE], then go downstairs. Search the barrel by the window for
 a [VIT APPLE] and go outside.

 Tony and some kids [Defaults: Scott, Tim] want Ashley to help them recover a
 special something. Choose 'Yes' and they'll start to explain just what has

 NOTE: Choose to not help them and you will miss out on the Crest Cap reward!

 They want Ashley to help them recover something from a cat who made off with
 their treasure. Go back into the bakery and take the ladder on the second
 story, which leads to the roof. Once outside, chase the cat onto the inn's
 roof. It's way to fast for you, and eventually hops some light poles back to
 the bakery roof when you corner it. Talk to the man on the inn's roof and 
 agree to his help for catching the cat. Repeat the process of chasing the
 feline and the man will frighten the cat into the hole he's fixing. Jump
 in after it and Ashley'll return the treasure to the orphans. Tony gives the
 treasure -- a [CREST CAP] -- to Ashley for helping him, while Tim donates a
 [MEDIUM: Grudiev] to Ashley for his good work. The medium is received whether
 or not you help the kids, by the way.

 Marina comes over and gives Ashley a letter from a musketeer, which reads
 that he's not confined to quarters any longer and...has been assigned to the
 special squad that's just been formed! Ashley will be able to leave the next
 morning, with the clue the Sword Cathedral (destination) is "at the foot of
 a mountain far to the northwest."

 Ashley leaves automatically, but re-enter town to explore the place.

 | ________PALACE_________ |  In House #1, search the barrel and steal the
 ||                       ||  old man's [HEAL BERRY]. House #3 full of cats,
 ||[H#2]            [H#3] ||  search the barrels for a [GIMEL COIN]. House
 ||                  [H#4]||  #4 has a [10-GAL HAT] headgear for Ashley in
 ||[H#1]             [H#5]||  a barrel. Yes, everything in this world gets
 || [INN]        [BAKERY] ||  stored in barrels... The last house (#5) has
 ||                       ||  another [HEAL BERRY] in a barrel. That's all
 ||[ITEM]           [MAGC]||  the stuff that can be scrounged up in town,
 || [PSS]        [ARMSMTH]||  but you can still hit up the palace!
 |'------        ---------'|
  ¯¯¯¯¯¯¯        ¯¯¯¯¯¯¯¯¯¯
 Enter inside the palace and take the left (west) exit. Travel north down the
 hall to the exit. Take the stairway in the next area to a guardroom. Search
 the barrels for a [BIG BERRY]. Double-back to the previous area and take the
 east exit. Take the offshoot path from the red-carpeted corridor which leads
 to find the musketeer garage. There is a [FULL REVIVE] chest up in here. No
 other stuff in here, though...

 Back in town, enter the P.S.S. (personal skills shop) shop and put all the
 points you have into the "Up HP" skill. This is incredibly important and is
 the best investment you can make early on. When you get other characters who
 have low HP, like Lilka, max this one out first!

 |     TOWN OF MERIA ITEM SHOP    |  Ashley should have accumulated enough
 o--------------------------------o  gella by now to buy anything in this
 | Antidote....................20 |  shop, so stock up:
 | Medicine....................20 |
 | Rhino Shot.................110 |  * Rhino Shot  x 1
 | Hammer Fist................120 |  * Hard Jumper x 1
 | Flumrella...................90 |  
 | Hard Jumper.................90 |  Get a few Antidotes/Medicines as well,
 | Ti Plate...................100 |  for safe measures. The other weapons in
 | Mage Robe...................80 |  the party are for, you guessed it, Brad
 | TeleportGem................100 |  and Lilka. Don't bother buying any of
 o--------------------------------o  those at the moment, though. Also stop
                                     by the magick shop and the ARMsmith to
  upgrade the attack of Ashley's ShotWeapon attack. Use the Crest Cap if you
  got it for a useful spell: Heal, MageWeapon, etc.

  NOTE: ARM Upgrades are permanent! Think carefully before making selections!

  On the world map, head northwest along the coast to the "foot of a mountain"
  and use the search function to find the Sword Cathedral. Enemies Balloon and
  Pill Bug [8 EXP, 32 GELLA] appear on the world map, with the former showing
  up in the forested regions.

| 05) Sword Cathedral                                                  [SWC1] |
| ENEMY:                         |
|  _                             |
| |_| Protoblazer         30 EXP |

 After some scenes involving the Argetlahm, a sword stuck in stone that each
 new recruit tries to pull out, the story of the Sword Magess plays. A banquet
 follows, and when Ashley can move again, talk to the sergeant at the southern

 Suddenly, a demonic gate opens up on the far wall and recruits start turning
 into...well, demons. Everyone runs to the exit, which as it would have it, is
 locked. Enemies close in and Ashley undergoes a transformation. Go northward
 and fight the once-human foes as you encounter them. They deal 0 damage to
 Ashley, so there's no real strategy involved. There's a save point in one of
 the side-rooms, but since there's no boss, you don't need to use it. After
 reaching the sword ceremony room, and inspect the Argetlahm.

 After some scenes, Ashley changes back and a man with a crutch enters the
 area [Default: Irving]. Outside, and high above the cathedral, the person
 responsible for the demon summoning (Caina) reports to her boss, Vinfield...
 Ashley wakes up back home.

| 06) Town of Meria                                                    [TWM2] |
| ITEMS:                                       |
|        See section "TWM1" for previous items |

 After waking up, the baker's wife tells Ashley that Irving Valeria carried
 him back to town (despite crutches!) and saved his life. That was a week
 ago, however. Marina says he was the only survivor of the "terrorist attack"
 on the cathedral. Exit the bakery.

 Lilka shows up here and goes beat-red when her stomach growls (>_>), and
 once she's got some munchies, she joins Ashley's party. It turns out she's
 go to go to the Valeria household, too.

 |     TOWN OF MERIA ITEM SHOP    |  Now that Lilka's joined up, head back
 o--------------------------------o  to the item shop and pick out some
 | Antidote....................20 |  equips for her:
 | Medicine....................20 |
 | Rhino Shot.................110 |  * Flumrella x 1
 | Hammer Fist................120 |  * Mage Robe x 1
 | Flumrella...................90 |  
 | Hard Jumper.................90 |  The Mage Robe is more important, since
 | Ti Plate...................100 |  no one should be using Lilka for her
 | Mage Robe...................80 |  attack (un-)prowess. Also use her skill
 | TeleportGem................100 |  points to upgrade the Up HP ability for
 o--------------------------------o  her -- she'll need it! Leave town once
                                     you're ready.

 The next destination is the Valeria Chateau. To get there, head southwest
 to where there's a huge rock formation between the forest, Withered Ruins,
 and Sword Cathedral. One one of the little cliffs in the east, search out
 the villa.

| 07) Valeria Chateau                                                  [VLC1] |

 Ashley and Lilka meet with Irving at the third-floor parlor. The lord of the
 chateau says that everyone thinks ARMS has been disbanded due to the incident
 at the Sword Cathedral, but it's not so! -- the Valerias will use it as a
 personal fighting force, with allegiance to no nation. When Irving's sister
 enters, she can be named [Default: Altaecia]. 

 The first mission as ARMS is about to arrive, so Irving asks everyone to wait
 inside the chateau. Take the elevator to the second floor. In a southern
 room, take the [MEDIUM: Schturdark] and equip it on whoever. Nearby is a room
 with healers inside, too. All of the doors in the middle corridor are locked,
 except one with a [MEDIUM: MOOR GAULT] in it. Take the 'vator down to the
 first floor now.

 There's a save point here on the first floor, right by the lift.

 o---------------------------o  Take either of the two side-doors to find an
 | ARMS QUARTERMASTER'S SHOP |  item shop. Sorry, no weapons this time 'round.
 o---------------------------o  Back by the lift, head east through the large
 | Antidote...............20 |  door. Continue through the hallways until the
 | Medicine...............20 |  way outside becomes clear.
 | Violet Rose............20 |
 | Pixie Dust.............20 |  A "Childish woman" will say the area is under
 | Pinwheel...............20 |  restriction and cannot be entered. The "Calm
 | Toy Hammer.............20 |  Woman" say it's only for emergency. They drop
 | Softener...............20 |  the hint that Irving was heading back for his
 | Peppy Acorn............20 |  room, which, if you've forgotten, is on the
 | TeleportGem...........100 |  third floor. Get back there.
                                Irving will ask if the preparations have been
  completed -- answer "I'm ready." if you are. The first mission is to join up
  with the third member of ARMS...at Illsveil Prison Island! Some odd events
  take place and Ashley and his companion are hauled off.

| 08) Illsveil Prison Island                                           [LLP1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Heal Berry      |_| Cute Ribbon  |  _                             |
|       |_| Jail Card       |_| Heal Berry   | |_| Empusa         10 EXP, 40g |
|       |_| SOR Apple       |_| Mini Carrot  | |_| Beast Pillar   10 EXP, 40g |
|       |_| Heal Berry      |_| Crest        | |_| Barghest        4 EXP, 16g |

 After the warden's "never get out ever" sermon, Ashley is incarcerated. Lilka
 isn't, however, and she agrees to find his confiscated weapons. An explosion
 that just happened somewhere on the island is a good cover, too... Lilka will
 now be on her own. Ashley can heal Lilka, by the way... A general rule for
 fighting in these parts is to defend until she's got enough FP, and run away
 if you get in too deep. Luckily, she's faster than most things here. =)

 Head north along the cells until you find a console. Choose to "kill it" and
 open a locked door further north. It's a locker room with an enemy robot in
 it -- destroy it with a fireball. Search the lockers to find two [HEAL BERRY]
 items and a [CUTE RIBBON] headgear for Lilka. Once you've stolen people's
 possessions, return to the previous room and take the stairway down.

 Destroy the enemy robots with fireballs as you and head south. A console by
 the wayside says that there's an inmate rebellion...scary. In the next room,
 ignore the first door at the top of the incline and continue to the eastern
 door. Scrap the robot gunners again and enter the adjacent cell block. At
 the far end, destroy the console to open the door by the stairway. Enter it
 and destroy the two robots by the console, which deactivates the security to
 open the nearby door.

 Next to the save point, Lilka can find the stolen equipment and a [JAIL CARD]
 in a locker. Another has a [HEAL BERRY] within. Return to Ashley's cell and
 use the keycard item (like, select it in the inventory) at the door to free
 Ashley -- he rejoins the party now. You'll also notice that you have an Army
 Vest and Iron Fist in the inventory... Hmm...

 Head down the stairs again and enter the room beyond. Remember the part where
 I said ignore the first door at the incline? Mosey on in there. Take the
 stairs to a balcony overlooking a soldier guarding a door. Toss Ashley's Hurl
 Knife tool at the wall above him, which drops the knife on his noggin. Use
 the nearby stairs to get down to the incapacitated soldier's level and enter
 the door he guarded.

 This corridor is guarded by a bunch of gunnerbots, but they're dispatched as
 all the rest. Take the northern door and steer a westward course to the exit
 (guarded by bot, *sigh*). A security console in this next room tells that
 the escapees are just two men, hiding somewhere on the island... Cross the
 guarded bridge to another cellside stairway.

 By the messed-up console, use the Jail Card to open Brad's cell. He'll join
 up after some miscommunication...it turns out that he was the liaison Irving
 set up! Use his Kick Boots tool to knock some sense into the console nearby,
 which opens up the No. 1 Waiting Area. Give Brad the leftover medium you've
 got, if you have one (AND YOU SHOULD!).

 Knock a hole in the robot with a fireball and search the lockers -- there's
 a [MINI CARROT], [HEAL BERRY], and [SOR APPLE] in there. Leave and go down
 the stairs, cross the bridge, and find the rusty-colored door at the incline.
 Use the Kick Boots again and enter.

 The Warden is in the next area, but you can avoid him for a moment and enter
 the side-room. Search the lockers for a [HEAL BERRY] and [CREST]. The Crest
 lets Lilka learn a skill for her repertoire, so make sure to get this! Go
 back and talk to the warden who sics his pet on the party...

   BOSS: Escapee Capture Robot GAONIM

         GAONIM -----> HP: 2000   EXP: 300    GELLA: 600    DROP: -----
         Right Claw -> HP: 1000   EXP: 150    GELLA: 300    DROP: Big Berry


     Attack -----------> Weak physical attack (~17-25)
     Chew Up ----------> Med. physical damage (~58-63)
     Hammer Swing -----> Med. physical damage (~55-60)      [L: Right Claw]
   BRAD  : Lv. 3
   LILKA : Lv. 3
   ASHLEY: Lv. 3

   Attack the claw first, with one of the men using Moor Gault's Smash Hit
   and the other using regular attacks. Save the ammunition for plugging
   GAONIM, although you can spare a few slugs. If you've upgraded ShotWeapon
   some, use that to take out the right claw. Once that's out of the way, it
   just becomes a matter of healing after each attack and slice-'n'-dicing.
   Remember to use Lock On in conjunction with Bazooka to save whatever ammo
   Brad has left (he's got the same bullet count from Greenhell!).

 Hopefully this battle put everyone up to Lv. 6, which means everyone can add
 another slot in the Up HP skill! Anyway, after everyone splits, a "Guy With
 Glasses" comes and kills the warden for his incompetance. Meanwhile, the
 party's made their way to the shore where Irving's waiting. Ashley ends up
 socking the cripple for "moving them around like pawns." <3


 Back at Valeria Chateau, with all three ARMs members organized, Irving asks
 the party to check out the cave-in at Under Traffic south of the chateau.
 Irving hands over a communicator so the party can keep in touch. Get back
 onto the world map. The destination is west from Withered Ruins, along the

  REMINDER: Refill ammo, get Lilka new magicks, and upgrade equips and Up HP!

| 09) Under Traffic                                                    [UNT1] |
| ITEMS   _                   _                | ENEMY:                       |
|        |_| Moonstone       |_| Crest         |  _                           |
|        |_| Map Scope                         | |_| Gob          15 EXP, 60g |
o----------------------------------------------o |_| Dryad        15 EXP, 60g |
                                               | |_| Tatzelwurm   15 EXP, 60g |

 Follow the path west and when you find a skull-and-crossbones crate, throw a
 fireball at it to clean the doorway of debris. In the next room, kick the
 crate closer before detonatin' it. The third area has a bunch of cave-in dirt
 and crates (3) littered around it. Destroy the middle crate to carve a path
 for the northern crate. Kick it west a bit (BUT NOT TO THE WALL) and move it
 south. The object is to shove the crate against the southernly landslide, so
 you can move it. It looks like:
 |                ________|  Easy-peasy stuff. The next passage is divided by
 |               |           a landslide, so take the east door into a watery
 | <- <-  [C#1]  |   N       area. Stand on the rafts and use the Kick Boots
 | |             | W + E     to navigate around. The southeastern corner has
 | |             |   S       a [UPGRADE: Multiblast] for Ashley's bayonet.
 | '-----------. |           Make sure to get it, since it hits all enemies
 |_____        | |           unlike ShotWeapon. Exit in the SW corner this
       |____   V |           time. Make sure to use the cartridge on Ashley!
                             Back in the passage that was blocked, blow up the
 crate to clear the way once again before leaving to the SW. You'll find a
 single crate here next to a roadblock. HOWEVER, once you kick it off, push it
 back north and look for a stuffed-up entrance on the west wall. Blow it up
 near there to find a secret room with a [MOONSTONE] accessory and a second
 [CREST] for Lilka in there. The moonstone nullifies all types of poisons, so
 equip that on someone! You can blow up the road debris as before, since the
 room resets. =)

 The next area has a treasure chest blocked by two dirt deposits, so Brad'll
 have to kick the explosives off, push them towards the piles, and detonate
 'em. The treasure is a [MAP SCOPE] which lets the player see the world map
 on the field. Re-enter the room after getting it and push both crates into
 the ditch, then walk over 'em to the southern exit.

 Save in this room and head into the next winding corridor, where the party
 finds a collapsed peddler. The communicator rings, so answer it by going into
 the menu and selecting the 'Call' option. Valeria suggests taking the man to
 Damzen, which is in the southeast. Hooray for no boss!


 On the world map, the party can fight Gob, Kelaeno [15 EXP, 30g], Dakleit
 [20 EXP, 80g], and Trilobite [15 EXP, 60g] enemies.To find Damzen, head
 straight southeast and look for a small discolored spot (beige?) where the
 city shows up once searched for.

| 10) Damzen City                                                      [DMZ1] |
| ITEMS  _                   _               |
|       |_| Mystic Word     |_| Heal Berry   |
|       |_| Mittens         |_| Heal Berry   |
| W.MAP  _                   _               |
|       |_| Lucky Card      |_| 5 Gella      |

 You can already find a bunch of items even as you enter town! Look on the
 south side of the ARMsmith shop for a [MYSTIC WORD] accessory that ups one
 person's SOR/MGR stats. Check the barrels on the south side of the Gunners
 Heaven bar for [HEAL BERRY], and across the street in front of the Gallows
 Pole, another [HEAL BERRY]. Inside the bar, search a barrel for a [MITTENS]
 accessory that ups defense.

 o-----------------------o-------------------------o  Stop by the weapon shop
 | DAMZEN CITY ITEM SHOP | DAMZEN CITY WEAPON SHOP |  and think about loading
 o-----------------------o-------------------------o  up on the following:
 | Antidote...........20 | Riot Ram............500 |
 | Medicine...........20 | Flak Jacket.........450 |  * Riot Ram    x 1
 | Violet Rose........20 | PixyParasol.........450 |  * Punch Drunk x 1
 | Pixie Dust.........20 | Mist Blazer.........300 |  * Mist Blazer x 1
 | Pinwheel...........20 | Punch Drunk.........600 |
 | Toy Hammer.........20 | Travel Vest.........500 | Lilka's defenses should
 | Softener...........20 o-------------------------o be lent the priority when
 | Peppy Acorn........20 |                           buyin' stuff, for obvious
 | TeleportGem.......100 | reasons. If you didn't upgrade someone's equipment
 o-----------------------o back in Meria, make sure to pick up the slack here.

  Anyway, the clinic is in the very north of town and the doctor will admit
  the peddler into his care. Apparently the cave-in was deliberate, done by
  gunpowder and humans... Hmm... Call Irving back to learn he wants everyone
  to investigate. 

  Sniffing out a clue is as easy going to the Gunners Heaven bartender and
  asking if he knows anything. He feigns ignorance but mentions something
  about "coming in reguarly."... Buy the most expensive (100g) thing on the
  menu to learn there's a strange building in the NE. Everyone also talks 
  about the Telepath Tower nearby. To learn its location, talk to the man in
  the house next to the P.S.S. shop -- he says his family is the caretakers of
  said tower and someone's broken into it! The old man upstairs tells you the
  location -- S of Damzen.

  Irving says the tower is vital for the broadcast messages, so they should go
  there pronto. There are a few items on the world map, though. Head SE-ish
  from the town to find the beach. There's a [LUCKY CARD] near there. Further
  west from there, on the flat ridge, there's a pitiful [5 GELLA] drop. An
  anonymous reader has also sent in that there's [1000 GELLA] on the nearby
  red plateau.

  Telepath Tower is due south of Damzen, against the ridge. I suggest leveling
  up to Lv. 9 by now, so you can max out Up HP finally. If you want every last
  HP you can muster, doing this now before you face a boss, go up levels, etc.
  is a good decision.

   NOTE: Buy some Medicines (x10 is good) for the boss who uses Disease soon!

| OPTIONAL: Odd Headquarters                                           [DDH1] |

 If you squeezed some information out of the Damzen bartender (MUST DO THIS),
 you can find the Odd Headquarters on the world map. Head northeast of the
 mining city and search around the pinnacle rocks to find it.

 Inside, you can view the monsters' stats, but only those the party's defeated
 show up. Use the X-buttont to enlarge the pictures. The man downstairs can
 rename the party leader, if the player so chooses. The two chests here can't
 be opened without Duplicator items, and the robot...well, I'll tell about it
 when the time comes. Nothing can be done now!

| 11) Telepath Tower                                                   [TLP1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| TeleportGem     |_| Mini Carrot  |  _                             |
|       |_| ReviveFruit     |_| Crest        | |_| Critter        20 EXP, 80g |
|       |_| ReviveFruit                      | |_| Dakleit        20 EXP, 80g |
o--------------------------------------------| |_| Rat Monkey     20 EXP, 50g |

 The first room has three blinking blue boxes. Throw the crates at them to
 make 'em resonate red -- when all three have been hit, the door in the south
 opens. Take the paths past the long hallway and a clockwork chamber. All the
 routes are one-way until the second clockwork room, where a path lets puts
 the party on the high ground over a lever. Jump down and use it to lower the
 bridge; backtrack and cross it to the west.

 It leads to a save point room and small library. Exit out into the next long
 passageway and look for a dead-end with a lever -- operating it kickstarts
 the elevator, which is all the locked doors you've been seeing. Open the
 [TELEPORTGEM] chest in that same hallway and go back to the elevator, taking
 it to 3F. There's a chest containing a [TOOL: Booty Call] for Ashley nearby!
 Take the lift up to 5F, now.

 There's a door in the west and south, now. Take the west, which leads back
 to the broken stairway from before -- and three chests! Snatch up the [MINI
 CARROT], [REVIVEFRUIT], and [CREST] before doubling-back to the previous
 room and taking the south passage. The party stumbles upon an annoying lever
 conundrum immediately.

     EXIT         "TR" = Treasure
     |  |
 [TR][10][09]     Go in this order:
 [05][04][03]     01 -> 02 -> [REVIVEFRUIT] chest -> 05 -> 04 -> 02 -> 03 ->
 [TR][02][01]     07 -> 09 -> 03 -> 04 -> 03
         |  |
 S       ENTER    You'll notice that there's a white box nearby, containing an
E+W               ammunition upgrade. To get it, exit the room through the new
 N                exit and re-enter, then: 10 -> 06 -> 04. Kick open the box 
                  with the Kick Boots to get the [UPGRADE: Pineapple] for Brad.
 Unlike Ashley's ammo, this is automatically learned by Brad. Hit the 04 switch
 and exit south. Thereafter, follow the two staircases up to a scene where a
 familiar face transmits a resolution to everyone on the planet. Oh, and there
 is a boss.

   BOSS: Mysterious Phantom Being Vagesta

         Vagesta ~~~~~ HP: 2500    EXP: 600   GELLA: 600   DROP: -----
         Left Claw ~~~ HP: 1000    EXP: 300   GELLA: 300   DROP: Lucky Card?
         Right Claw ~~ HP: 1000    EXP: 300   GELLA: 300   DROP: Lucky Card?


     Distortion ----> Nullifies all attacks for one turn
     Disease Cloud -> Inflicts disease on all allies
     Life Returner -> Refills 270 HP back to "Vagesta"
     Poison Bubble -> Med. physical damage + % of vile poison (~50-55)
   BRAD  : Lv. 9
   LILKA : Lv. 9
   ASHLEY: Lv. 9

   Have Brad and Ashley concentrate on one claw at a time while Lilka uses
   Defencer, which nullifies regular attacks against the rest of the party.
   Poison Bubble can inflict vile poison but seems to have a crappy chance
   at doing so, so it shouldn't be much of a problem (Antidote if it does!)
   Distortion nullifies all attacks, so use Ashley's Accelerator ability to
   get attacks in before it can set it up. Should anyone be inflicted with
   disease, spend everyone's turn removing it -- it prevents healing from
   having an effect. If it uses Life Returner, use ShotWeapon, Bazooka +
   Lock On, and Freeze. 

 Ashley suggests returning to Damzen, so go back.

| 12) Damzen City                                                      [DMZ2] |
| ITEMS                                      |
|       Check "DMZ1" for previous item lists |

 Inform the engineer family about the clandestine broadcast and exit. An odd
 girl in a witch hat (^___^) will say a Gull Wing-class plane was seen going
 east of Damzen. You can then name this girl who "hates ultraviolet rays"
 [Default: Marivel] before she teleports out.

  REMINDER: Update Up HP (if you haven't already) and also everyone's equips!

 To find the next destination, head east from Damzen and go up the ramp by
 Odd Headquarters (if you found it). The rocks should resemble brown pavement
 a bit now, and are completely flat. Keep heading east and search the dead
 end to open up...

| 13) Mt. Chug-Chug                                                    [MTC1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Head Gear       |_| Crest        |  _                             |
|       |_| Empathite                        | |_| Kelaeno        15 EXP, 30g |
o--------------------------------------------o |_| Shrieker       30 EXP, 90g |
                                             | |_| Spudhead       30 EXP, 90g |

 The door that leads to the Sielje Region is locked, so take the northern one
 out. Once the party gets out of the long tunnel, take the east exit right by
 where they come out. There'll be two elevators in the next area.

 Keep going north and look for a dead-end with a [HEAD GEAR] chest for Brad.
 Neither of the lifts work, so find the east exit and continue on. There'll
 be a suspended mine cart nearby, which should be smashed (w/ Kick Boots)
 down the hole. Don't jump down, though -- take the exit near the pit.

 A [CREST] chest is here, but nothing else. Take the previous hole or the one
 in the next room to land near the mine tracks in the third room. Kick the
 cart to end up by a console that starts the lifts all around; just inspect
 the sparkling part first. This gets you the [EMPATHITE] stuck in a crack.
 Get back to the room where you found the Head Gear...the one with two lifts.

 Take the one on the ground floor to get back into the room above with a hole
 in the floor. Jump down that hole to land by a 'vator, then take it up to
 find a save point. Follow it outside and...

   BOSS: Special Cocytus Squad Member Ptolomea

         Ptolomea ~ HP: 3000    EXP: 750    GELLA: ---   DROP:


     Iron Saber --------> Heavy damage to one ally   (~300)
     Ptolomea Dynamite -> Heavy damage to all allies (~200)

   BRAD  : Lv. 10
   LILKA : Lv. 10
   ASHLEY: Lv. 10

   This is one of the reasons to have a maxed-out Up HP skill, the first
   boss to give you a run for your money. Ptolomea Dynamite hits everyone
   for decent damage, but *can* be used infrequently, at least compared to
   Iron Saber. Sometimes "Dynamite" is all that's used, however!

   This means that Lilka will sometimes be able to manage upkeep well
   enough to survive. Don't be afraid to have one of the men throw a Heal
   Berry around, though. If you've been upgrading ShotWeapon and Bazooka,
   you can be churning out 800dmg a round, so this isn't the end of the
   world. It helps that everyone is faster than the one-eyed giant, at

 Ptolomea says that if they were facing Judecca, they'd be toast already...
 then he leaves for an airship. Everyone in Cocytus -- four lieutenants --
 makes an appearance before leaving on the Varukisas.


 Back at Valeria Chateau, Irving says he has a plan and everyone's dismissed
 for the moment. The party disbands temporarily, so take Ashley back to town.

| 14) Town of Meria                                                    [TWM3] |
| ITEMS  _                                   |
|       |_| Letter                           |

 After being "accosted" by the orphans about him and Marina, Ashley returns
 to the bakery and gives Marina the empathite crystal. The rest of the party
 meets up with Ashley at the gate and returns to the Valeria manse.


 Irving says that the border problem needs to be taken care of, and Sylvaland
 is on friendly terms so they should deliver a letter of permission to there
 first. To get there, they are to take a "Live Reflector" southwest of the
 chateau. The destination (Sylvaland Castle) is located in some woods on the
 other side. A [LETTER] is handed over and it's time to scoot!

  REMINDER: Refill ammunition + Crests, and upgrade personal skills at Meria!

 To find the Live Reflector, head into the area's forest and search.

| 15) Live Reflector                                                   [LVR1] |

 In the first section, take the side-room to find the orphans from Meria have
 broken-and-entered inside. They can't be sent back because of the dangers, so
 Ashley has to escort 'em for awhile. Enter the room at the bottom of the ramp
 and inspect the operating display to start up the machine...and also...

   BOSS: Thunderbolt Battle Monster Elebart

         Elebart ~~~~ HP: 2500    EXP: 1400   GELLA: XXX   DROP: -----
         Left Claw ~~ HP: 1400    EXP:  700   GELLA: XXX   DROP: STR Apple
         Right Claw ~ HP: 1400    EXP:  700   GELLA: XXX   DROP: STR Apple


     Attack -----------> Med. damage to single target (~150)
     Stun Gun Blow ----> Med. damage to single target (~125) [L: eithr Claw]
     Elebalt Corrida --> Med. damage to single target (~250) [L: both Claws]
   BRAD  : Lv. 11
   LILKA : Lv. 11
   ASHLEY: Lv. 11

   Fairly pathetic for a boss fight, it mostly relies on Stun Gun Blow. It
   can't use that skill once one of the claws is dead, but it will start to
   use its Corrida attack to deal even more damage. Luckily, every one of 
   Elebart's attacks are single-serve so as long as Lilka remains alive, it
   is quite a step down from the Ptolomea skirmish. Just heal every turn
   until the claws are dead and use Defencer while the men attack. Simple!

 The reactor works in its correct capacity, once Tim's Odoryuk medium gives
 the drained machine a pick-me-up. When the party moves (auto'ly) to the 
 teleportation room, select the left portrait and step on the pad.


 Leave the next Live Reflector and head into the immense forest nearby. The
 awesome-lookin' castle can be found there. If you want to fight stuff in the
 territory, though, Man Traps [50 EXP, 150g] are around.

 There's also [1 GELLA] on the field south of the castle. Whoopee, huh? Go for
 the [DUPLICATOR] a little southwest from there, though -- that's very useful.

| 16) Sylvaland Castle                                                 [SLV1] |
| ITEMS  _                   _               |
|       |_| Blue Anklet     |_| Clear Chime  |
|       |_| Silver Harp     |_| Hazel Sprig  |
|       |_| Red Cap         |_| Scapegoat    |
|       |_| Crest           |_| Crest        |
| W. MAP _                                   |
|       |_| Bullet Load                      |

 After greeting the queen and giving the royal letter to her, she expresses a
 doubt that giving them free reign of the country's live reflector will make
 them no different than Odessa. So, she cannot accept. Suddenly, a soldier
 enters and says the town of Halmetz has been attacked...and Odessa's behind
 all the ruckus! Time for the ARMS army to get in gear.

 Before leaving, head into the area immediately south of the throne room --
 the library. One book sticks out of the shelf...push it in and the table can
 be used as a secret elevator. Below, are four chests: [BLUE ANKLET], [CLEAR
 CHIME], [HAZEL SPRIG], and [SILVER HARP]. Push the jutting book in the other
 shelf to go back up.

 In the east wing of the castle is a sleeping soldier, and the party leader
 notices that he guards a treasure. To get this "garbage heap" away (as Lilka
 so eloquently puts it), head to the west wing and ring the pulley-bell to
 make the guy rush in. Then, go back and get the [RED CAP] for Ashley! Also,
 inspect the weirdly-colored part of the wall near the chest to find another
 secret entrance! Inside is a [SCAPEGOAT] and two [CREST]s! Good show, huh?

 Exit one of the wings into the purple-carpetted area. The soldier on duty
 says Halmetz is "far to the east" of the castle. Save and exit.


 Head east from Sylvaland Castle, towards the northern beaches. When you get
 to the large shoal, search south for a [BULLET LOAD]. Helmetz is on the
 cape east of that shoal. A few new enemies appear around here, being Dwergar
 [50 EXP, 150g] and Peryton [50 EXP, 150g]

 If you have to restock ammo, go back to Meria and do it!

| 17) Halmetz                                                          [HLM1] |

 After searching the town, it seems to be abandoned. A trap almost sends the
 town belltower onto the party, but Ashley's quick save prevents any squashed
 tomatoes (to quote FF7). Judecca laughs from a rooftop and sends Trask the
 party's way...

   BOSS: Poisonous Armored Dragonoid Trask

         Trask ~~~ HP: 3600    EXP: 1500   GELLA: ---  DROP: ---
         Crystal ~ HP: 1800    EXP:  750   GELLA: ---  DROP: ---


     Attack --------> Weak physical damage to ally (~70-100)
     Biomissile ----> Med. physical damage to ally (~230-250) [L: Crystal]
     Counterattack -> Weak physical damage to ally (~70-100)
     Poison Breath -> Inflicts all allies with poison status
   BRAD  : Lv. 12
   LILKA : Lv. 12
   ASHLEY: Lv. 12

   Gun for Crystal's demise immediately, as it's Biomissile attack is the
   creature's best attack. Once it's gone, Poison Breath is all that's left
   and that's easily tolerable. Regular attacks can be taken care of with
   Defencer, not that it's necessary... Make sure to save as much ammo as
   possible since you'll want to save Bullet Clips for the upcoming area.

 Even though you defeat Trask, it's just like the enemy to have an ace up his
 sleeve. A flare of darkness comes from within Trask and swallows the party,
 which renders everyone unconscious. The "person" within Ashley ends up using
 Trask as an ashtray, though, and blows it away, saving the party. Judecca
 captures everyone and saves a cell for 'em in...

| 18) Golgotha Prison                                                  [GLG1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Lucky Card      |_| Heal Berry   |  _                             |
|       |_| Crest                            | |_| Ghoul         60 EXP, 180g |
o--------------------------------------------o |_| Wight         60 EXP, 180g |
                                             | |_| Bonedrake     60 EXP, 180g |

 After Ashley wakes up, the party tries to find a way to escape. Luckily, the
 cocky Cocytus crony didn't confiscate their weapons. If someone is poisoned,
 cure it now. Examine the row of square blocks on the west side of the room;
 the northern one is tilted. Use the Kick Boots on it and pull it out, which
 shows a hidden passage underneath.

 Follow the passage to a bridge and keep a look out for tiles with four holes
 in 'em -- spikes shoot up and knock everyone off. At the T-junction, take
 the east path to a [LUCKY CARD] chest. Take the west footpath from there.

 The next room has a lever all around a door switch, which isn't such a hard
 puzzle to figure out (the spikes retract...doh!). The next room has lancer
 traps, where spears poke out of holes -- they're discolored and are easy to
 spot. Make sure to get the [HEAL BERRY] chest before exiting south.

 The next path is twisted with drop-offs + lancer traps. Slow and steady gets
 through 'em, although you can walk safely just as they're retracting. The
 next room tightens the walkway even further, and you'll have to sprint to
 keep the traps at bay. Sprint all the way east and skid to a halt in front
 of the abyss -- use a Hurl Knife to trigger the door switch, then doubleback
 to the door in the middle of the traps.

 Heal up, save, ignore everything in the next room, and exit north. The 
 eastern side of the wall here has a bunch of trapdoors on the wall, which
 shoots lancers out. The third one from the south has a [CREST] behind it.
 An exit hides behind the second-from-north door.

 A plaque here says something about "it may happen twice but not three." Go
 down to the wooden 2x4 in the pit and kick it back and forth three times.
 This opens the door, believe it or not. The next room has a similar trick,
 where Lilka has to shoot a fireball through some spears to light a candle
 past them. This takes awhile, but if you just have Lilka fire them one after
 another, it's no sweat. Exit east.

 Past the gem room, you can find the villagers' cells. Use the lever a few
 times to open the gate. Ashley says he'll go on ahead and check to see if
 the coast's clear...alone. The nearby room looks like:
  ____   ____   ____   ____   ____
 |    |_|    |_|    |_|    |_|    |  Some floor traps prevent access in a few
 |     _  08  _  07  _  06  _     |  directions, and those boundaries are 
 |____| |_  _| |_  _| |_  _| |_  _|  drawn into the map already. Just follow
  ____   _||_   _||_   _||_   _||_   the numbered sequence.
 |    |_|    | |    | |    |_|    |
 | 10  _  09 | |    | | 05  _     |  Enter the door across the hall to find
 |_  _| |____| |____| |_  _| |_  _|  a mess hall for some of Odessa's crew.
  _||_   ____   ____   _||_   _||_            It seems that Judecca is up to
 |    |_|    | |    |_|    | |    |   W       no good and is staging some...
 | 11  _     | |     _  04 | |    | S + N     execution. Well, that'll have
 |_  _| |____| |____| |_  _| |____|   E       to be spoiled!
  _||_   ____   ____   _||_   ____
 |    |_|    |_|    | |    |_|    | Re-enter the hallway and pass under the
 | 12  _  13  _     | | 03  _  02 | guillotines -- this means you cannot go
 |____| |_  _| |____| |_  _| |_  _| back the way you came.
  ____   _||_   ____   _||_   _||_
 |    |_|    |_|    | |    | |    | Enter the outside execution ground, and
 |     _  14  _  15 | |    | | 01 | Judecca welcomes Ashley. Mostly because
 |____| |____| |_  _| |____| |_  _| he's captured his comrades and is ready
                EXIT           IN   to crucify 'em, Roman-style. The rescue
                                    was staged! Grr... Looks like Winchester
 will have to bring the smackdown all by his lonesome. "This is so thrilling
 my glasses are about to fall off," says Judecca. Hah!

   BOSS: Poisonous Armored Dragonoid Trask

         Trask ~~~ HP: 3600    EXP: 1500   GELLA: ---  DROP: ---
         Crystal ~ HP: 1800    EXP:  750   GELLA: ---  DROP: Mini Carrot


     Attack --------> Weak physical damage to ally (~70-100)
     Biomissile ----> Med. physical damage to ally (~100-108) [L: Crystal]
     Counterattack -> Weak physical damage to ally (~70-100)
     Poison Breath -> Inflicts all allies with poison status
   ASHLEY: Lv. 14

   Our hero will be in a new form, so start using Hot Fencer on Crystal. It
   should be doing almost...700! Ignore Poison status if you want, at least
   until Crystal's out of the way. After that, alternate using Hot Fencer
   and healing if the need arises. This battle is even more of a cinch if
   you have the Moonstone accessory lying around. Use Banisher for stylish

  NOTE: Ashley'll now have the [ABILITY: Access] (100FP) available for usage!

 Everything turns out the best and the Queen of Sylvaland grants free access
 to the country's live reflector. Irving appears in the royal chamber to talk
 with the queen while the party goes to find the "person below the castle."
 Return to the entrance to find the Halmetz villagers waiting to thank ARMS
 for their good work.


 Back at Valeria Chateau, Irving explains that Marivel is an authority on lost
 technology and has been deeply involved in ARMS already. She says that Ashley
 is the Death Knight "KnightBlazer" and that coming in contact with Argetlahm
 have combined the evil/holy powers to make him that way. "Another you," as
 it's put.

 Anyway, the mission is to counter the Varukisas flying machine Odessa has by
 aquiring the Aguelite and Germatron gems -- they can power the EMMA motor.
 What's this motor for? Irving won't say... The Aguelite's found in the town
 of Holst, and the Germatron's at the defunct Raline Observatory. Both are in
 Sylvaland, too, for convenience.

  REMINDER: Refill ammunition + Crests, and upgrade personal skills at Meria!

 Once at the Live Reflector, touch the portrait that takes the party to the
 Ruins Mine section of Sylvaland, where everyone ends up on an island. Enemies
 around here include Berserker [70 EXP, 210g], Cockatrice [80 EXP, 240g], and
 Assassin Bugs [70 EXP, 210g]. The latter can use "Dead End" to instantly kill
 a party member, and since they appear in twos and threes, multi-hit abilities
 like Pineapple/Multiblast should be used. 

 On the southeast part of the island, near the coastline, a [STR APPLE] can be
 found sitting on the ground. Holst can be found in the western part of the
 isle, on the ridge (i.e. not near the beaches an' stuff).

 NOTE: You can due the ore-finding missions in any order you want.

| OPTIONAL: Halmetz                                                    [HLM2] |
| ITEMS  _                   _               |
|       |_| Lucky Card      |_| Memo Pen     |

 Now that Halmetz is back to normal, the shops are being minded again.

 | HALMETZ WEAPON SHOP |  This is the best weapons selection at the moment;
 o---------------------o  buy everying, since the armors are in Holst. =)
 | Greyhound......1450 |
 | Sunshade.......1200 |  The house furthest west from the former belltower
 | Knuckle Arm....1600 |  contains a [LUCKY CARD] stuffed in a barrel. The
 o---------------------o  next-door neightbor has a [MEMO PEN] in a similar
                          receptacle. Nothing else to do here currently...

| 19) Holst                                                            [HST1] |
| ITEMS  _                                   |
|       |_| Gaze Mirror                      |

 Ahh, who doesn't love the smell of coal dust in the morning? Holst is a town
 of miners and mines, if you didn't get the hint, and the Aguelite is located

 o-------------------o  The weapon shop doesn't have any weapons in it, which
 | HOLST WEAPON SHOP |  is why you were directed to Halmetz since they've got
 o-------------------o  the best weapons for now. Buy each of the armors, w/
 | Ti Jacket....1300 |  priority given to Lilka. If you can't afford all of
 | Purple Vest..1000 |  'em, go outside and fight some monsters -- they can
 | Camo Vest....1400 |  drop 800+ if you get a party of four. Refill the ammo
 o-------------------o  while you're near the ARMsmith.

 Talk to the man near the mine entrance to say he kicked a bomb maniac outta
 the inn. Go upstairs and search the beds until you find the [TOOL: Bombs]
 that Brad can use for himself. What a nice "subtle" clue. -___-

 Search the eastern house nearest the mine for a [GAZE MIRROR], in a 1st-
 -floor barrel. Then, enter the mine...with the bombs. >=p

| 20) Aguel Mine Shaft                                                 [GLM1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Crest           |_| Heal Berry   |  _                             |
|       |_| Heal Berry      |_| Heal Berry   | |_| Giant Crab    90 EXP, 270g |
|       |_| Aguelite                         | |_| Galeion       2500 EXP, 0g |
o--------------------------------------------o |_| Water Leaper  90 EXP, 270g |
                                             | |_| Leprechaun  750 EXP, 2000g |

 Get ready for a bunch of unblockable encounters here. Running still works. =)
 Watch out for the Leprechauns, too, which have a bunch of HP -- 2000+! They
 halt the use of ARMs, which makes it a tedious task to kill 'em. Ozom Pulse
 inflicts Confusion too; use Defencer to make allies' attacks easier to take.
 Access helps also.


 In the second room (tunnel), use Brad's bombs to clear the way through. Keep
 going to the next tunnel where there's a fork -- take the northwestern path.
 Clear the rubble with bombs and enter the doorway. Take the [CREST] in the
 chest and break the crates for two [HEAL BERRY]s, then take the fork's other

 It leads to some cart tracks and a save point. At the railroad fence, break
 the crates with some bombs and toss the lever to clear the tracks. But don't
 enter the tracks' entrance yet -- take the other one in the room. It leads
 to a debris-covered entrance, which hides a [HEAL BERRY] crate and one of
 Brad's cartridges -- [UPGRADE: AM Cluster]. Go back and save it, mayhap, and
 enter the formerly fenced-off part of the traintrack room.

 Everyone stumbles upon a massive drill in one of the preceding room. Put
 a bomb at the striking point behind it, and the force will push the drill
 forward to shatter the boulder blocking the exit. Behind it, put a bunch
 of bombs against the "strange material" wall section until it blows apart.

 The next section has four floor-pads. Placing a bomb on one of them raises
 it into the air for a short while. Place one, dash to the nearest and put
 one there, too, etc. It has to be done in near-perfect form, but there's
 all the time in the world to perfect it -- no monsters in here. Continue
 north when the puzzle's solved.

 ...and take the [AGUELITE] chest! Everyone appears back in Holst.


 Now that the party's got one gem, it's time to get the other. Get back to
 the live reflector and head for the Dragon's Vein section -- all end up at
 a peninsula with dormant volcanoes. There's a [SCAPEGOAT] on the tiny cape
 northeast of the live reflector, and north of there's the Raline Observatory.

| 21) Raline Observatory                                               [RLB1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Barrette        |_| TeleportGem  |  _                             |
|       |_| Germatron                        | |_| Jelly Blob    75 EXP, 225g |
o--------------------------------------------| |_| Pas de Chat   75 EXP, 225g |
                                             | |_| Lilly Pad     75 EXP, 225g |

 Soon after entering, a "mournful cry in the dark" helps...and is ignored. The
 boss monster Undines appears in the next room and starts kicking a lizardian
 duo in a funny scene. Well, the duo's probably one of the best EVER! Kekeke!

   BOSS: Elemental Spirit Undines

         Belly ~~~ HP: 2000    EXP:  900   GELLA: 450   DROP: Gimel Coin
         Undines ~ HP: 4000    EXP: 1800   GELLA: 900   DROP: -----


     Attack -----------> Weak physical damage to one ally (~ 75)
     Intifada ---------> Med. physical damage to one ally (~300) [L: Belly]
     Hooky Bust -------> Much physical damage to one ally (~500)
     Counterattack ----> Weak physical damage to one ally (~ 75)
     Shocking Guinea! -> Cancels all party's actions
     Reject All Fools -> Reduce Lilka's magic/effects accuracy
   BRAD  : Lv. 15
   LILKA : Lv. 15
   ASHLEY: Lv. 15

   Pretty easy going here, although all attacks are damaging -- nothing a
   dose of Heal can't recover for the most part. Still, using Shield on
   Lilka is a good idea if you have it; she should stick to using Defencer
   and healing otherwise. Once its Belly is dead, it will stop Intifada'ing
   and start using Hooky Bust, which is more damaging. Use Access when 
   possible and have him take the lion's share of fighting; this helps to
   conserve ammo, which you should already be doing whenever possible. >_>
   It just sucks that Undines is faster than everyone (sans Defencer) which
   means one has to anticipate healing. It's weak to fire, also, but that's
   not much of a biggie.

 The two Lizardians introduce themselves as...Liz and Ard, and Ashley agrees
 to have them help navigate the lab. Next door, after some switch antics, go
 north and flip the bridge to get Liz off the platform.

 Two rooms down, there's a wall trap that crushes those advancing along the
 way. Reset the trap (glowing blue thing on the wall), and after some more
 events, everyone makes it across but Ard. Move the broken statue nearby into
 the path of the 'pincer' trap to clear the area. Take the west corridor to
 the next happy-slappy room. >_>

 Get the [BARRETTE] chest and equip it on Lilka before jumping down to the
 fractured path. Liz gets tossed to another lever, which allows the party to
 go south. Save and get the [TELEPORTGEM] in the torch-lit area adjacent.
 Move the stone cube around to make a path west and take the downstairs way
 in the hallway beside there.

 Move the two cubes north to make a walkway around the statues. This reunites
 the party with the odd scientist companion. Backtrack two rooms to the stair
 passage and go to the other end. Here, inspect the gigantor face stuck 
 betwixt the walkway. Ard sticks his tail in the mouth to find a secret lever
 but gets stuck in the process... (lol?) Move Brad behind the wall carving
 and kick it until Ard's released.

 After another set of goofy scenes in the subsequent room, continue along to
 a room with a bridge overhang. Take it north and definitely make sure to 
 get the chest here as it contains the [UPGRADE: BoltAction] cartridge for
 Ashley (also the author's favorite!). Don't delay teaching it to our hero!
 At the bottom of another passage, the party find Liz who, surprisingly, still
 breathing after the fall! He's still stunned, so throw a fireball to slap him
 back into reality. 

 Heal up at this point and get the [GERMATRON] chest nearby. Unfortunately, it
 turns out Liz and Ard are on Odessa's payroll and are searching for the same
 exact crystal.

   BOSS: Lead Scientific Researcher (Self-styled) Liz
   BOSS: Assistant Ard

         Liz ~ HP: 2000   EXP: 750   GELLA: -----  DROP: -----
         Ard ~ HP: 3000   EXP: 750   GELLA: -----  DROP: -----


    [ARD] Attack ------------> WEAK physical damage to one ally (~ 50)
    [ARD] Bomb Punch --------> Med. physical damage to one ally (~250)
    [ARD] Counterattack -----> WEAK physical damage to one ally (~ 50)
    [LIZ] Homemade Bomb -----> Physical damage to all allies/enemy (~250)
    [LIZ] Blue Bug Liquid ---> Inflicts poison on Ard; lets him use D.T.Tckl
    [ARD] Dump Truck Tackle -> Med. physical damage to one ally (~150)
   BRAD  : Lv. 17
   LILKA : Lv. 16
   ASHLEY: Lv. 16

   This is a battle where the difficulty depends on how much you've milked
   Up HP for. If you've maxed it out early, everyone should have 1000+ HP
   and the battle's mostly easy; without it, it's rather annoying and can
   result in some hangups. Either way, Liz's Homemade Bomb attack hits all
   in battle for around 250dmg, so unload the guys' most powerful weapons
   attacks on them (ShotWeapon/Bazooka, probably). Lilka should heal and
   stat-buff with Shield if possible, since Defencer doesn't really make
   much of a difference here. Ard, in a word, sucks -- his attacks are junk
   and Dump Truck Tackle wasn't as good as Bomb Punch. If Liz is defeated,
   there ain't any problem. These guys will get a lot tougher later on, so
   pat yourself on the back while you can. >=p

 The two lizard-dorks flee...err, make a "brave withdrawal" and both crystals
 should be in the party's hands. If you did this one first, read up on the
 Holst/Aguel Mine Shaft section above. Go back to Valeria Chateau now, by way
 of TeleportGem if you got the one in the dungeon.

 NOTE: Regarding skills, concentrate on having Lilka learn Up P Defend and the
       men learning Up M Defend. Do this while the levels roll in easily! Also
       rest and reload applicable ARMs since you won't get a chance before the
       next boss.

| 22) Valeria Chateau                                                  [VLC2] |
| ITEMS                                      |
|       For previous items, see section VLC1 |
 Irving mentions that the next mission will include contacting the Guardians,
 but everyone is dismissed until then. Direct Ashley back to Meria where some
 thugs seem to be after the orphans; more specifically, Tim. Kate calls in a
 report of a large flying object over the town -- the Varukisas! Irving calls
 him back to the chateau. In the enemy aircraft, Ptolomea unleashes a creation
 for ARMS to play with down below...

 Back at Irving's place, the party sees what the EMMA Motor was for...raising
 the chateau and using *that* as the pursuit vehicle! All hands on deck!
   BOSS: Progenitor Bird with Wings of Light Aphael

         Alphael ~~~~ HP: 5000   EXP: 2700   GELLA: 2700   DROP: -----
         Left Leg ~~~ HP: 2500   EXP: 1350   GELLA: 1350   DROP: RES Apple
         Right Leg ~~ HP: 2500   EXP: 1350   GELLA: 1350   DROP: RES Apple


     Leg Claw ------> Med. damage to one ally   (~250)     [L: L & R Legs]
     RF Blade ------> Med. damage to all allies (~200) + % of instant death
   BRAD  : Lv. 17
   LILKA : Lv. 16
   ASHLEY: Lv. 17
   Gun for the legs first with ShotWeapon/Bazooka, which, if you've boosted
   their ATK four or five times, should be able to take out each leg within
   two turns (if they don't miss). RF Blade is pathetic as well, doing less
   than Liz' Homemade Bomb a short while prior -- it can sometimes inflict
   Instant Death, though. No cause for alarm -- it doesn't seem able to kill
   everyone all at once so Lilka can use Revive most of the time. Use a
   Lucky Card for it, if you want, and use Access to slap of this butterball
   out of the sky.

 Back in town, Ashley tells Tim that someone may be after his mystical powers
 and he should come to the Valeria household for awhile. Irving suggets going
 to where Tim was born to calm his fears about controlling the Guardians.

 | YE SECRET RING SHOPPE |  Meanwhile, Tim's friends Tony and Scott make like
 o-----------------------o  stowaways and manage to get into one of Valeria's
 | Earth Ring......12000 |  compartments (Odessa could learn a thing or two
 | Water Ring      12000 |  from these rascals). 
 | Fire Ring       12000 |
 | Wind Ring       12000 |  By the way, the elevator now goes to B1/B2, and
 | Thor Ring       12000 |  on B1 is a ring shop that sells accessories for
 | Light Ring      12000 |  elemental damage (i.e. imbue user's weapon with
 | Dark Ring       12000 |  element). There's nothing to do on B2, however,
 | Ice Ring        12000 |  except talk with engineers and see a launching
 o-----------------------o  pad. That'll be used later on... <cackle>

  Talk to Altaecia [2F] to learn about a cave "far to the northwest, by a
  Landing Pad no one knows about" if you want to do an optional sidequest
  involving the Wind Tiger's Den (see section "

  Anyway, Valeria Chateau is now a maiden o---------------------------------o
  of the skies and is the first transport | VALERIA CHATEAU FLYIN' CONTROLS |
  the party gets! It even comes with an   o---------------------------------o
  auto-pilot, meaning no one has to seek  | O-BUTTON..........Bring up menu |
  out the destination, being the village  | X-BUTTON.........Propel forward |
  of Tim's tribe, the Baskars. The place  | R1 / R2..........Swivel lft/rgt |
  is due southwest from the chateau's old o---------------------------------o
  resting place. Why is there a landing
  pad in the middle of a lush forest? Who knows? Irving rings the party to
  tell 'em Baskar's in the middle of the woods (as if it wasn't obvious).
  Follow the verdant ridge north and search near the seaside.

  By the way, enemies around here include Owlbears [90 EXP, 270g], Tabangas
  [90 EXP, 270g], and Balloons [6 EXP, 12g].

 REMINDER: Upgrade PSS skills since Baskar does not have that option available

| OPTIONAL: Wind Tiger's Den                                           [WTD1] |
| ENEMY:                         |
|  _                             |
| |_| Gargoyle      90 EXP, 270g |

 To find the hidden pad Altaecia spoke of, head northwest from where Valeria
 Chateau once was and fly until you see a massive inactive volcano. Head west
 from there, to the end of the string of islands, to find the pad. Search past
 the li'l hill and the hole-in-the-ground den opens up. Enemies on the world
 map include are...well, just a Gila Monster [90 EXP, 270g].


 Head north across the bridge into a windy room with two candle-holders. When
 the wind stops, quickly light both of them. Situating Lilka at a right angle
 between the two helps make "light" work of them (nyuk nyuk). The next room is
 the same thing, with three of them this time, like this:

     N                        Move by [2] first and light it as soon as the
   W + E                      wind stops, move up a little ways and fire one
     S              _______   off at [1] (you don't need to have a visual to
  _________________|   _   |  light it!) and get [3] really quickly. If all
 |  _                 [3]  |  goes well, they'll disappear like the last ones
 | [1]   _____             |  and let the party proceed north.
 |      |_ ___|            |
 |_  ___[2]________________|  The next room has five of these candle-holders,  
   ||                         but basically operates in the same way. There's
                              a trick to doing them here, though, as always.
 Stand by [1]. As the wind dies  |             _                |
 down, fire one at [1] and then  |          _ [4]               |      N
 NE at [2], which should light   |       _ [3]              _   |   W  +  E
 [3] and [4] as well. Then, just | _    [2]                [5]  |      S
 run and get [5]. If you're slow |[1]         ____________      |
 at firing, remember you DO NOT  |____    ___/            \_   _|
 need a visual to light things!       |__|                  |_|

 Enter the last room to find a floating, crystalline monolith. Talk to it and
 learn that it's the Guardian of Wind, Fengalon, inside of it. He bestows the
 party with the [MEDIUM: Fengalon] and says he's tired of being cooped up in
 the holder. This now lets a user use "Pickpocket" as a Medium skill, robbing
 enemies of their juicy items! There's nothing else to do here, however, least
 for now... <cackle²!>

| 23) Baskar                                                           [BSK1] |
| ITEMS  _                                   |
|       |_| Hard Gear                        |

 Everyone finally lands at the Guardian-worshipping village. Tim's left to his
 own devices in the village, while the chief tells everyone else that Tim is a
 person with the inborn ability to be a "Pillar," someone who can embody the

 As Tim, walk west of the chief's house and find the [HARD GEAR] chest. Then,
 enter the house in the east part of the village. Inspect the glimmbering item
 on the table and Tim will meet a lass (who has funny stream-of-consciousness
 thoughts!), the village's other Pillar candidate [Default: Colette].

 Back at the chief's house, he says Tim must undergo a trial to become the
 "Pillar." Tim doesn't want to, but accepts so that Colette isn't put into any
 danger. After all, if the Guardians don't accept the candidate, s/he will...
 Thus, chiefy asks ARMS to protect Tim as he heads for the trial arena, back
 in the forest.

 Talk to the green-suited man standing by "Stonehenge" in the village square
 to buy items if you need 'em, and the man near the pond is an ARMsmith. When
 you're ready, speak with Colette at the entrance to learn the location is
 south of the village.

 'Tween the mountain and the landing strip, search for the destiny-ation! ^_^

 NOTE: Tim has NO PSS skills set! Go back to Meria and use Up HP + Up P Defend
       for him, since he's a weakling mage in the same vein as Lilka! This'll
       also be wise for the upcoming boss.

| 24) Hidden Trial Arena                                               [HTR1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Crest           |_| Heart Leaf   |  _                             |
|       |_| Crest           |_| Mini Carrot  | |_| Rafflesia    100 EXP, 300g |
|       |_| Crest           |_| Mini Carrot  | |_| Fairy Light  100 EXP, 300g |
'--------------------------------------------| |_| Squirm       100 EXP, 300g |

 Colette warns that ARMS can only go so far into the temple before Tim has to
 set out alone. Continue north and talk to the floating teddy-bear thing, 
 identifying itself as a sub-spirit who is Pooka as well as [TOOL: Pooka]!
 It has no sense of self, so just go with that explanation.

 In the next room, there are two buttons on a column. Have Tim push one in by
 standing next to it, then use Pooka to get the other one. Continue into the
 next room and find the movable platform/orange button combo in the north.
 Take it into the next room (by using Pooka) where there's the course calls
 for another simultaneous button-push -- it leads to the [HEART LEAF] chest
 nearby. Return to the previous area.

 Operate the platform in the south and exit. This takes the party back a room,
 where the treasure chests stand on top of pillars. Use Pooka to get the two
 [CREST]s and enter the northern side of the bridge. Two rooms later is...
 more buttons and lifts!

 These ones are timed, however, so stand by the ground-floor ramp when you
 push the button and hotfoot (w/ Dash) it across the first uplifted platform,
 then turn around and do it to the second one also. The third one is a little
 easier, where you stand as close to the ramp as possible, use Pooka to push
 the button, then run across the cobblestone lift. This one has a shorter
 timer, but shouldn't matter.

 The next room has two new entrances -- south and east. Go south first and
 get the two [MINI CARROT] chests then opt for the other exit. Everyone feels
 the vibrations of the Guardians

   BOSS: Compound Plant Monster Reguleus

         Reguleus ~ HP: 5000   EXP: 2000   GELLA: 2000   DROP : -----


     Attack ------------> WEAK physical damage (~65-85)
     Eleweed Extract ---> Med. physical damage to allies (~200) + % confuse
     Napweed Extract ---> Med. physical damage to allies (~200) + % sleep
     Wormyweed Extract -> Weak physical damage to ally (~60) + % poison
   TIM   : Lv. 18
   BRAD  : Lv. 18
   ASHLEY: Lv. 18

   This is rather easy for a "trial," despite the monster's penchant for
   throwing status effects the party's way. Tim should use First Aid when
   able (i.e. every turn) while the men conserve ammo and attack normally.
   If you got the Fengalon medium, try to steal a Big Berry from it. To
   have an easier time, give Tim the Clear Chime accessory so he can get in
   more turns (Eleweed Extract used when boss HP apx. <50%).

 Continue east to a save point near the Wall, the point where Tim's to proceed
 alone. Everyone hands their mediums to Pooka (unequipping them) before seeing
 the candidate off. The next room has another Pooka-button puzzle with timed
 platforms. Stand near the middle of the path as the sub-spirit hits the wall
 button so that Tim can dash straight down the way -- if he's too far on one
 side he'll fall off the edge. Repeat it once more to exit.

 The next room is the same, except one can't see too far down the path. Stick
 to the middle of the walkway and dash when the platforms create the makeshift
 bridge. Repeat it once more to get into the third room.

 There's a treasure here but it's on a ledge; enter the next room and jump off
 to the button below. Before you press, use the platform's default position to
 get to a corridor that leads back to the chest, being a [CREST]. 

 Two rooms back, the platform is ready to haul Tim to the northern door. This
 can be a little tricky however, as he'll have to run diagonally to make it
 through. Change the camera in a northeasternly direction, use Pooka to hit
 the switch, then have Tim run when the platform's making its trip back.

 Heal up and follow the next two corridors to...

   BOSS: Transforming Ninja Monster Gehenna Neros

         Gehenna Neros ~ HP: 3000  EXP: 2000  GELLA: 2000   DROP: -----


     Pill ------> Refills HP (single)
     Attack ----> WEAK damage (~ 0)
     Lullaby ---> WEAK damage (~60) + % nightmare 
     Replicate -> Summons another 'GehennaNeros' into battle
   TIM: Lv. 18

   Pooka says at the battle's beginning to build up the force gauge to level
   two which will let Pooka transform into a powerful shape. The 'Combine'
   ability will now be usable on Tim, so Defend until he has 50FP and let'er
   rip. Just make sure an OFFENSIVE medium is equipped, being any one other
   than Odoryuk (which heals). Cope with Lullaby as best as possible until
   then, since there's no more challenge -- whatever elemental guardian Tim
   summon will kill all enemies. It should be noted that if Tim has magicks
   of an element (i.e. he learned them from offensive meduim), he can keep
   farming the GehennaNeros ranks and build up the same amount of EXP/GELLA
   for each! Use this if you want to give him some gimme levels; if not, go
   in for a quick kill. If you've already boosted his Up P Defend, he might
   not be taking ANY damage from regular attacks, even while nightmare-ing.

   And, in case one doesn't know how to change mediums in-battle, go into
   the equipment change option (orange vest icon) and go from there.

 [ABILITY: Combine] becomes Tim's official second-level force attack...but
 did someone mention a Sacrificial Altar? Huh? Back at the Wall, Pooka says
 anyone can use Combine -- and gives it to everyone -- as long as he's in the
 party. Enjoy the flower-field scenes. Back at Baskar, the chief congratulates
 Tim on a job well done by giving him ten [HEAL BERRY]s, three [BIG BERRY]s,
 and a [MEGA BERRY]. Some odd scenes take place back in Baskar before everyone
 returns to Valeria Chateau.

| 25) Valeria Chateau                                                  [VLC3] |
| ITEMS                                      |
|       For previous items, see section VLC1 |

 After confronting the village elder about his nonchalant decision to let Tim
 be the one who dies for Filgaia's sake, an alarm goes off signaling a breach
 somewhere. Save outside and enter the elevator to find the intruders -- it's
 Antenora and Judecca! Ladies first...

   BOSS: Special Cocytus Squad Member Antenora

         Antenora ~ HP: 6000   EXP: 1500   GELLA: -----  DROP: -----


     Attack -----> Med. damage to ally (~200)
     Ephemeron --> Med. damage to ally (~550-600) + % of poison, silence,
                                                      downhearted, sleep
   BRAD  : Lv. 18
   LILKA : Lv. 18
   ASHLEY: Lv. 19

   Start unloading ammo into her face (aren't you glad you conserved back
   in the trial arena?) and try to dispose of her as quickly as possible,
   since Ephemeron can deal annoying status abnormalities. If you need to
   heal, don't forget about Odoryuk + Combine! Steal a Mini Carrot if you

 Antenora lets it slip that they're after the "Pillar" boy before escaping in
 typical disappearin'-villain fashion. Elsewhere, Judecca encounters Tim in 
 the Baskarites' cabin

   BOSS: Special Cocytus Squad Member Judecca

         Judecca ~ HP: 4000   EXP: 1500  GELLA: -----  DROP: -----


     Attack ------> WEAK physical damage (~  0)
     Miriam ------> Med. physical damage (~250)
     Douglas -----> WEAK physical damage (~  0) + % of paralyze
     Sidewinder --> Med. physical damage (~ 50)
   TIM: Lv. 19

   This battle should be a cinch with Combine, and if you've upped defensive
   resist on Tim, he might even be taking 0 damage! All attacks are pathetic
   except for Miriam which is the only one that may be doing triple digits;
   even then, First Aid erases it. Just make sure to equip a Blue Anklet for
   good measure, since Douglas does paralyze more often than naught. Judecca
   might be taking it easy on the kid, but who knows? This one's pretty easy
   as it is. Steal a Bullet Load if you can...those are always valuable!

 But hey, it's not over just yet. Judecca sets a Blastodon somewhere in the
 ship, which Kate radios as the catapult room on the B2. As Irving says, 
 the monster itself is the bomb!

   BOSS: Explosive Red Thunder Toad Blastodon

         Blastodon ---> HP: 6000  EXP: 2500  GELLA: 2500  DROP: -----
         Left Pouch --> HP: 3000  EXP: 1000  GELLA: 1000  DROP: VIT Apple
         Right Pouch -> HP: 3000  EXP: 1000  GELLA: 1000  DROP: VIT Apple


     Attack ---------> Med. physical damage to ally (~200)
     Paralyzer ------> % of paralyze on single ally        [L: Left Pouch]
     Evil Quasar ----> Dark(?) damage to all allies (~200)
     Poison Bubble --> Med. physical damage to ally + % of vile poison
     Terrible Shade -> Med. magickal damage to ally (~200) [L: Right Pouch]
   TIM   : Lv. 19
   BRAD  : Lv. 19
   ASHLEY: Lv. 19

   The left pouch is the one that uses paralysis, so make sure Tim's still
   got the Blue Anklet on -- First Aid helps out a lot here. It's also weak
   to fire, so if Tim knows Red Beaut, he can use that -- it's essentially
   the same as Lilka's fire spell. Evil Quasar is only used if the pouchs
   are dead, and since it completely and utterly SUCKS, going that route is
   highly recommended. First Aid makes this battle quite a cakewalk.

 Irving launches the organo-bomb out into space with Ashley still on the
 catapult. Luckily, Access' form saves his hide and everyone gets a happy
 ending. Tim officially joins ARMS soon after, and it's back to Meria Boule!


 The king knows that to match Odessa's capabilities, the war has to be fought
 on a global scale; but, ARMS is restricted by boundaries and different types
 of authority. Solving the bickering between nations must be done first, which
 is where Irving's idea for a Filgaia Summit comes into play. Meria Boule, 
 Sylvaland, and Guild Galad must gather to discuss the upcoming fights with 
 Odessa and the most secure location for the peace talks...Valeria Chateau!
 So the mission: protect the 71st Filgaia Summit. 


 As the summit rolls on, the mention of Slayheim comes up -- the fourth once-
 -kingdom that's now encased in salt. Kate calls into the conference room and
 says that the Varukisas is approaching, so ARMS is dispatched out into the
 'flying' pan. Nyuk.

| 26) Warwing Varukisas                                                [WVR1] |
| ENEMY:                         |
|  _                             |
| |_| Odessa Man   150 EXP, 500g |

 The two tasks:

 * Silence the enemy's flying machine
 * for everyone to escape safe and sound

 At least that's what Valeria says. Disruption of the power functions is what
 the main goal is, essentially, at which time everyone is to return to the
 harpoon (!) and get pulled back aboard the chateau. Head north to the hallway
 where an object blocks the way -- kick it with Brad to demolish it. The 
 console nearby says that there are three power; incidentally, there are three
 passageways to take north of the save point room! I'll start in the west, I


 Heading west, take the first door you see. Pull the block here south one
 space and go up the ramp to walk diagonally to the console. Use it to turn
 off the 'barrier' and flick the terminal switch 'on.' Leave and continue

 Here, take the highroad along the northern perimeter and jump down to the
 three creates situated like:
   _ _ _
  |_|_|1|  Move "3" left one and push/pull it north all the way. Then, push
  |_|_|2|  "2" left and into the other northern slot. The way west is now
  |_|_|3|  usable. Go back to the power console at the south and turn on the
           lift, then take the bridge to the other console -- here, one can
 learn the power code for the power plant: "TA2360". Stupid villains leaving
 integral info 'round like that... <tsk, tsk>   Exit west over the bridge
 made of crates.

 There's a crane-operating unit here, but will only work if you've turned the
 two 'terminal switch' options on previously. Deploy it to open the way to
 the power code input. Type in 'TA2360' (case-sensitive!) to turn the first
 plant off. Backtrack to the four-fork room, save in the south if you want,
 and head north.


 Climb up the incline on the east side to find a lift with some crates on it,
 and a few more nearby. Pull five more onto it so it can drop down further.
 Ignore the door in the west and go north.

 Here is a long catwalk, and if you turn the camera a bit, you'll see some
 sections have "bolded" edges -- these parts will fall down if you walk on
 'em, so avoid them. Go north into the next room and maneuver to the console
 near there, which deactivates a barrier (floor panels still fall!) nearby.

 Return two rooms back, to the one with the push-crates, and enter north.
 The display tells the power code -- "TB8180" -- to shut off the plant, so
 return to the second falling-walkway room. See that string of generators
 underneath by the doorway? Jump down onto that and follow it to a console.
 Enter 'TB8180' to shut the dang thing off. You'll want to save at this
 point, probably, because...well, you'll see. =)


 After heading east from the four-fork room, kick some generators back into
 oblivion and make for the computer. Deactivate the barrier and commit the
 power code to memory: 'TC6503'. Exit room, continue east through to another
 room. Don't worry about walkways here; they won't fall. Climb the nearest
 one and push the button to lower a bridge, then jump down and pass through.
 Use Pooka to push the button again, giving access to the power terminal. Put
 in 'TC6503' and return to the four-fork room. Before you can retreat back to
 the chateau...

   BOSS: Special Cocytus Member Ptolomea

         Ptolomea ~ HP: 8000  EXP: 3000  GELLA: ----  DROP: -----


     Attack ------------> Weak physical damage to ally   (~100)
     Iron Saber --------> Med. physical damage to ally   (~400)
     Counterattack -----> Weak physical damage to ally   (~100)
     Ptolomea Dynamite -> Weak physical damage to allies (~200)
   TIM   : Lv. 20
   BRAD  : Lv. 19
   ASHLEY: Lv. 20

   Same method of operation as last time and no new attacks. But, they're a
   bit more...lacking this time around. That is, unless you've managed to
   use Up P Defend on Tim/Lilka and they'll be having smooth sailing. Just
   have Tim use First Aid every round which will erase any leg-up Ptolomea
   gets with 'Dynamite'. Steal a War Respite from the boss if you can.

 After Ptolomea flees and Irving is updated on the situation, take the 'vator
 the one-eyed giant used up to the cockpit. Brad belly-lands the plane and
 everything turns out just dandy.


 At Meria Boule Castle, the king says that the Guild Galad Master did not
 cooperate COMPLETELY, but gave them the use of a Hovercraft so they could
 explore the inland sea. Irving says that there may be data tablets from the
 wreckage around and that there should be three in total.

  REMINDER: Refill ammunition + Crests, and upgrade personal skills at Meria!

 The hovercraft's on the beach near the Sword Cathedral, and when entered, it
 says that the Guild Galad technology allows the Map Scope (which you SHOULD
 have) to link up to the onboard terminal. Meaning, all of Filgaia shows up
 instead of the local area. Enemies can still be fought in the transport...

 | HOVERCRAFTING DIRECTIONS |  Remember, the party can only get off at shores
 o--------------------------o  so the inland sea's the only place to navigate
 | Up/X-Button...Go forward |  at the moment.
 | L1/R1.........Swivel l/r |
 | Get off.......O (shores) |          o--------------------------------o
 o--------------------------o          | ENEMY:                         |
                                       |  _                             |
  Tablet 1 is located near the 'claw'  | |_| Cuttlefish   150 EXP, 300g |
  of the peninsula due west from the   o--------------------------------o
  former location of Valeria Chateau,  
  near a tiny island. Tablet 2 is near the northern beach that's situated in
  between the two reefs preventing further passage north. Tablet 3's near the
  western beach that leads to the Thunder Lion Cage. When all are recovered
  from a watery grave, contact Irving (the game makes this VERY clear ^____^)
  who asks all to return to Meria Boule Castle.


 Now that all three tablets have been collected, Irving wants them to be taken
 to the Sielje Region for decryption and analysis. Of course, this is Lilka's
 hometown and she ain't in the mood to go back. Somewhere near Damzen is a
 tunnel that takes coal to Sielje, though, as the king mentions. A TeleportGem
 gets everyone to Damzen City.


 In the Gunners Heaven bar, talk to the blue-haired man to learn that Mt.
 Chug-Chug's tunnel gets to Sielje. He gives the party the [BOSS SYMBOL] for
 showing them that the king hasn't forgotten about them. So, off to the old
 mountain, then.

| OPTIONAL: Thunder Lion Cage                                          [TLC1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| AlbumCoupon     |_| Crest        |  _                             |
|       |_| Crest Cap       |_| Bloody Cape  | |_| Thunderdrake 150 EXP, 300g |
|       |_| Mecha Boost                      |                                |

 To find this area, head to the western area of the inland sea and disembark
 at the cliff overlooking the "salt sea". The area is a little west of that

 In the first area, use Pooka to get the [ALBUMCOUPON] item, then look near
 the dungeon's entrance for an Electel symbol. Later, when one gets a certain
 teammate who has the Electel tool, hitting this opens up a special passage to
 the [BLOODY CAPE] and [MECHA BOOST] items. Until then, it's a no-go. Pity.

 Anyway, from where the coupon was obtained, face south. Take the rightmost of
 the three passages to a room with a lever. Flip it to make a switch on the
 floor below rise up a bit. Go back two rooms and take the leftmost of the
 three south passages, to another lever -- this should raise the floor switch
 to its highest point. But don't jump down yet. Double back two rooms and take
 the middle of the southern passages to a watery corridor. The highest of the
 two passages leads to a [CREST] and duplicator chest -- if you have one, open
 it for a [CREST CAP].

 Now, jump into the pit, trigger the switch, and continue south. It leads to
 another medium, being Noua Shax, the Guardian of Lightning. Naturally, the
 party gets the [MEDIUM: Noua Shax]. Leave at this point.

 NOTE: Trade the AlbumCoupon at Odd HQ to view monsters' stats anywhere you go

| 27) Mt. Chug-Chug                                                    [MTC2] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Heal Berry      |_| Migrant Hat  |  _                             |
|       |_| Duplicator                       | |_| Cave Torus   150 EXP, 310g |
o--------------------------------------------| |_| Vacuumon     150 EXP, 310g |

 #  REMINDER: For previous Mt. Chug-Chug items, refer to the "MTC1" section! #

 Now that the party's collected the Boss Symbol, they can use the Boss Symbol
 (select it from inventory near door) to use the lobby's southern entrance.
 In the room with the candles and ramps of different heights, take the eastern
 entrance for the [UPGRADE: DeadOrAlive] cartridge for Ashley. It can deliver
 instant-death attacks, although not 'definitely' as the description says.

 Back in the maze-atorium, travel the highroad south to a dead-end room with
 Lilka's [TOOL: Freeze Rod] inside. It can extinguish flames with [], provided
 they're blue/purple; and, they can freeze some objects. Once all three of
 the candles are snuffed out in the prior room, the lowroad's southern exit
 will open.

 There's a switch room, now. Go down the earthen ramp to the crate and situate
 it below the hole in the wall. On the flat walkway, use the Hurl Knife to
 drop the crate like a bag o' bricks. Enter through the hole in the wall and
 get the [HEAL BERRY] near the avenue's abyss.

 In the south, jump down to the chest on a lower platform for a [MIGRANT HAT].
 Follow the path to see a [DUPLICATOR] chest, which you'll have to get by 
 walking back up the ramp and jumping down a feeble tile's hole.

 The adjacent room's got some switches in it. Pull the box sitting on the
 floor north to a switch, then east to the other, which lets the crate on the
 retractable platform down. Move the second box onto the free switch and push
 the other one into the raised path's open slot to continue east to get back
 on the world map. Now that you've gone through, it's pretty easy to see why
 no one used it for coal transportation anymore, ain't it?  <spits>


 In the snowy shadows of the mountains, Fleurty [165 EXP, 330g], White Fear
 [165 EXP, 330g], and Wendigo [165 EXP, 330g] enemies lurk. On the west coast
 is a [SOR APPLE] deposit for the taking, also. To find the Sielje entrance,
 search the icefield's middle part where the colors are more blue than white.
 The cave shows up without much of a hassle...

| 28) Sielje Region                                                    [SLJ1] |
| ITEMS  _                   _               |
|       |_| Serenade        |_| Eagle Quill  |
|       |_| Eat My Dust     |_| Bridge Key   |

 The town itself is inside a forcefield as everyone finds out. When a kid 
 walks over and accuses Lilka of being a runaway, he [Default: Terry] can be
 named. He recommends they go to McGregor's classroom to have the tablets 
 analyzed before leaving for there himself.

 o-----------------------o  Check out the market bazaar nearby, where all the
 | SIELJE REGION WEAPONS |  shops are wrapped up in a neat proximity. Things
 o-----------------------o  that should be bought if one's coinpurse is big
 | Raid Blast.......3100 |  enough (item shop is same as always):
 | Chain Mail.......3000 |
 | Gay Parasol......2500 |  * Sand Poncho x 1
 | Silky Robe.......2100 |  * Silky Robe  x 1
 | Crisis Arm.......3500 |  * Raid Blast  x 1
 | Metal Plate......3200 |  * Crisis Arm  x 1
 | Dream Wand.......2300 |
 | Sand Poncho......2000 |  Special favor given to Lilka and/or Tim, whoever
 o-----------------------o  you're using more than the rest. Get their armor
                            on 'em straight away! Everything here is better
 than normal, but you can go without for a little while, right? Upgrade PSS
 points here if you've still got Up P Defend/Up M Defend territory to cover.

 The magic college is in the north, but you can use the thin walkways on one
 side to get to some secret chests! One is a [SERENADE] and the other is an
 [EAGLE QUILL], for Lilka and Tim, respectively. McGregor is located in the
 western room, off the hallway with the green carpet. After some analyzin',
 it appears the tablets contain information on Odessa's hideout, which appears
 to be a massive energy plant.

 That night, after a trip to the Museum of Wonders, an alarm goes off -- the
 tablets! McGregor says they've been stolen and the ID patterns are moving
 southwest of Sielje! That's near the Gate Bridge, apparently, and McGregor
 forks over the [BRIDGE KEY] so that it can be entered. Before the party can
 teleport to the world map, Terry gives them the [EAT MY DUST] bomb (that has
 an icon curiously reminiscent of Butz from FF5). Save up!


 To find the destination, head back towards Mt. Chug-Chug and when you get to
 the eastern seaboard, take the thin path southwest a ways. No need to search
 for it, either -- the entire span is already visible! To enter, select the
 appropriate key from the inventory and press the action button.

| 29) Gate Bridge                                                      [GTB1] |
| ENEMY:                         |
|  _                             |
| |_| Iron Maiden  175 EXP, 350g |
| |_| Clay Puppet  175 EXP, 350g |

 The burglars are...Liz and Ard! When Brad lowers the bridge after they raise
 it, a five-minute timer appears for the party to cross. Continue west and
 out -- there are security bots aloof 'round here. Touching one encounters an
 Iron Maiden enemy, although this does NOT run up the clock. ^__^

 In the second room, fling a knife at the switch by the door. It will stay
 shut so long as you don't touch certain tiles. If you look at the space in
 front of the iron door, you can see tiny 1x4 strings of tiles (SMALL ONES)
 that are a little bolded around the edges. Make sure to avoid these as you

 The next bridge span is the same, except bright-red orbs engage the party in
 battles with Clay Puppets. The second room with a switch has a pressure pad
 on the floor that closes the door -- it reaches all the way across. To avoid
 it, stand near the door and shoot the Hurl Knife diagonally, then leave.

 When you get to the room with nothing in it, heal up and continue west. 


   BOSS: Lead Scientific Researcher (Self-styled) Liz
   BOSS: Assistant Ard

         Liz ~ HP: 3500  EXP: 1750  GELLA: ----  DROP: -----
         Ard ~ HP: 4000  EXP: 1750  GELLA: ----  DROP: -----


   [LIZ] Attack ------------> Med. damage to one ally  (~350)
   [LIZ] Strange Bomb ------> Magic damage to all  (~500-600)
   [LIZ] Red Bug Liquid ----> Disease on Ard; Antitank Punch now usable
   [ARD] Antitank Punch ----> High damage to one ally (~1000)
   [ARD] Dump Truck Tackle -> High damage to one ally (~ 700)
   TIM   : Lv. 21
   BRAD  : Lv. 20
   ASHLEY: Lv. 21

   Antitank Punch get a huge boost in damage now, so focus on taking Ard out
   of the picture with hi-damage weapon slugs -- Dump Truck Tackle also gets
   a huge renovation in the ATK aspect. Strange Bomb is more tolerable with
   First Aid going, however. If you're using Tim in this battle, one might
   have to be tossing him a Heal Berry each round to keep his HP above 1000.
   When Liz is the only one left, everything's far easier, since his hit-all
   bomb attack is sometimes forsaken for a regular attack turn. Keep your HP
   high toward the end of battle -- you'll see why soon.

 Instead of fleeing as per their usual fare, they spout some fun words and 
 rip a page from the annals of the party's past -- it's time for an UPGRADE!

   BOSS: Biogenic Dragonoid Trask 2.0

         Crystal ~~~ HP: 5000  EXP: 3500  GELLA: 3000  DROP: Full Revive
         Trask 2.0 ~ HP: 3500  EXP: 1750  GELLA: 1750  DROP: -----


     Sonic Howl ---> Med. damage to allies (~400)
     Biomissile ---> Hi damage to ally  (~1000) + % paralyze   [L: Crystal]
     Blink Around -> Hi damage to ally  (~1000)
   TIM   : Lv. 21
   BRAD  : Lv. 21
   ASHLEY: Lv. 21

   Yes, he's back and with a bit more RAM (^_^). Make sure to equip the Blue
   Anklet on Tim since Biomissile can now inflict paralysis, and there is
   defintely what you do NOT want on your main healer. Luckily, the all-ally
   attack "Sonic Howl" is a piece of crap so one just has to mind the upkeep
   on the other ends. Take out the Crystal to stop Biomissile, and Trask 2.0
   second. Group attacks like Pineapple/AM Cluster go well paired off with
   Brad's Lock On here. Use Combine + Odoryuk to regain the HP edge; just
   make sure to have enough left over for First Aid! Steal a Bullet Load if
   you get the chance.

 Again, Liz curses not having his Bulkogidon monster finished -- that would've
 decimated the party! And they flee! There is a treasure chest inside the mesh
 fence nearby, but can't be gotten for quite some time. Save and re-enter the
 world map to get a communication transmission about the tablets location, NW
 of the current position. Brad says it's back through hell...Greenhell, that
 is! And it is -- go back through!

 Melchom [180 EXP, 500g] enemies appear around these parts and have stealable
 Lucky Cards -- y'know, things that double gained EXP/GELLA in battle. Try to
 get a few if you encounter said monster (they have an afro!?). Urchin Bugs
 also lurk near here...


 I'm not going to retell how to get through here since it's just northbound
 walking and you've already done it. See section "PRL2" for items one may
 have missed. One noticeable change is the inclusion of two new enemies, the
 Triffid and Stolas, both [185 EXP, 370g] apiece. When you get to the lift,
 remember that you have to kick it to get it moving.


 Go back to T'Bok Village (in the NW) when you emerge on the other side.

| 30) T'Bok Village                                                    [TBK1] |
| ITEMS  _                   _               |
|       |_| Crest           |_| Data Tablet  |
|       |_| TeleportOrb                      |

 The man standing next to the memory-service person is an ARMsmith, thank the
 stars -- you're probably spent from the boss battles. Enter the barndoor in
 the west and get the [UPGRADE: Lawnmower] cartridge for Brad. Word around
 town is that Liz and Ard stole the only boat and headed for the desert on
 the west continent.

 Talk to the dog outside a house and Merrill will come over. Recall the dog's
 name [Default: Rassyu] if you can and she'll introduce Brad to one of his old
 Slayheim war buddies, [Default: Billy] Pilder.

  NOTE: Whether or not you recall the dog's name is irrelevant to everything!

 After some talk about the war five years past, Brad mentions that the town of
 Quartly was near where Slayheim used to be (that giant ocean of salt by the
 Thunder Lion Cage). Search the barrel in the chief's house for a [CREST].
 Talk to Rassyu again and he'll fetch a "piece of junk" for Brad -- it's none
 other than the [TELEPORTORB] and a [DATA TABLET]! The former item lets the
 party teleport to any town they've been to before.


 To get to Quartly, teleport to the Hovercraft and head towards Halmetz. The
 river nearby can be traversed in a few directions. Go south, then west at
 the first change, then north to find a conveniently-placed desert! Northwest
 of where you park, search by the abyss to find the bridge town.

 Enemies in the desert include:

 * Antlion   - 195 EXP, 390g
 * Sandcrab  - 195 EXP, 390g
 * Twin Tail - 195 EXP, 390g

| OPTIONAL: Island Outpost                                             [SLT1] |
| ITEMS  _                   _               |
|       |_| Weathervane     |_| High Crest   |

 Here's a little back-and-forth sidequest to make Lilka learn better magicks!

 01) Talk to Karayan in the Sielje magic college's library. He'll tell them
     about a guy named "Mr. Day" who was sent accidentally to a place where
     no one could get to him, land OR sea.

 02) Make Lilka the party leader and use the TeleportOrb. Instead of going to
     the selected destination, she'll mess up (duh!) and end up at an isolated
     island in the middle of the ocean. Search to find the outpost. Enter.

 03) Walk clockwise around the fence and get the [WEATHERVANE] accessory and
     go inside. It's none other than Mr. Day's house! He says he's secretly
     been researching Crest Sorcery and has finished the lineage of High Level
     Magic recently. He gives them the [HIGH CREST] and asks them to deliver
     it back to Karayan. Day says after you're done, to come back and he'll
     have some magick for 'em by then.

 04) Deliver the High Crest back to Karayan, then return to the outpost.

 05) Mr. Day will now let Lilka learn high-leveled magic. If you don't have
     enough crests, erase some of the little-used ones. Stuff you should get

     * Hi-Revive (revies with full HP)
     * Hi-Heal   (heal medium amt. of HP)
     * Field     (halves elemental damage) 
     * Restore   (removes status abnormalities)

 06) But it ain't over yet! Return to Karayan and talk to him to learn he's
     spread the knowledge of High Level magic all over the world. Magick shops
     will now have the option of learning both levels! Speaking with Karayan
     MUST be done before the shops 'learn' of the finds.

| 31) Quartly                                                          [QRT1] |

 Quartly stretches across Big Valley, a huge o--------------------------o
 fissure in the earth, so naturally a route  | QUARTLY WEAPONS EMPORIUM |
 this vital is packed with information and   o--------------------------o
 stores. The weapons shop (again, item shop  | Dual Shot...........4200 |
 is same as always) carries powerful new     | Full Metal..........4000 |
 items. Give precedence to Tim/Lilka, or the | Elf Parasol.........3900 |
 one you're using the most, when buying:     | Shield Cape.........3500 |
                                             | Mirage Hand.........4600 |
 * Dual Shot x 1         * Full Metal x 1    | Ferdinand...........4500 |
 * Mirage Hand x 1       * Ferdinand x 1     | Rune Staff..........3600 |
 * Shield Cape x 1       * Cute Bolero x 1   | Cute Bolero.........3300 |
 Like usual, the mage weapons are skippable,
 but should get an upgrade every so often so they're not completely lacking
 should they need to attack on their own. Buy what your wallet will allow.

 Walking around town, people give advice on who they think is a "spy in your
 midst," which may be the case since Odessa knows the party's every move. A
 one-eyed female merc approaches as the party heads north, wanting some help
 exorcising some monsters at nearby Slayheim Castle. She ALMOST leaves without
 revealing her name [Default: Kanon], but Ashley makes sure no strangers get
 in his party. After a shifty scene, the location of the castle is revealed:
 northeastern edge of the salt flats. Remember to reload ammo 'fore you leave.

 ALSO, I recommend the physical fighters learn Up M Defend and the mages work
 towards maxing out the Up P Defend PSS skills. After they're completed, and
 they CAN be by now, go for Up P/M Attack to make them even more potent. The
 four-point allocations can take a long time later on, so do 'em now while
 they help out more and aren't terribly hard to do.

 Enemies 'round here include Necrosaurus/Macabre/Remnant [195 EXP, 390g] per.
 Remember how Brad said there were ghosts? Well, Tim's TurnUndead skill kills
 'em instantly!

| 32) Slayheim Castle                                                  [SLH1] |
| ITEMS  _                   _              | ENEMY:                          |
|       |_| Adult Mag       |_| Secret Sign |  _                              |
|       |_| Elven Boots     |_| Duplicator  | |_| Nachtgeist    200 EXP, 400g |
|       |_| Lone Wolf       |_| Plus Band   | |_| Blood Ruby    200 EXP, 400g |
'-------------------------------------------| |_| HelterSkelter 200 EXP, 400g |

 Kanon isn't here when ARMS arrives...hmm...

 The middle door is locked here, but is flanked by two traversable passages.
 Take the left of the northern ones, and after entering, continue north into
 a library. See that pink book above the shelf? Kick it down with Brad to get
 the [ADULT MAG] (descrip: "Don't look, kids!" XD) and insert it into the
 other shelf where a magazine's missing. This has to be done manually, as per
 usual. Get the [SECRET SIGN] accessory behind the case when it moves out of
 the way. Double-back to the previous passage, and take the west fork.

 Follow it to a room with a weird hammer-shaped swing. Stand north of it and
 kick it, which will wallop the party leader across the divide. Obtain the
 [ELVEN BOOTS] accessory chest nearby and go back to the three-door room. Now,
 take the right side, which is a mirror image of the west wing pretty much.

 Continue north to the deserted meeting room, and straighten the picture on
 the wall to open a west door. Take the [DUPLICATOR] chest and go back two
 rooms, taking the east fork. In the ensuing room, blow up the rubble in the
 tiny floor groove and keep goin' north. Use the door switch to enter the 
 next room with the save point, and take the large doors to a [LONE WOLF]
 chest. For some reason, this opens up the middle door back in the castle's
 lobby -- return there.

 You'll notice a blue-colored switch up on the wall. To trigger it, kick the
 stairtop column on the same side, which has a domino effect. Take the [PLUS
 BAND] for Brad and leave again. Heal up before you go, however, as Kanon has
 some of her own demons to "exorcise."

   BOSS: Kanon ~ HP: 5500  EXP: 3700  GELLA: ----  DROP: -----


     Attack ----> Weak damage to ally (~ 400)
     Pike Kick -> High damage to ally (~ 900)
     Left Edge -> High damage to ally (~1000)
     Drive Cut -> HIGH damage to ally (~1700)
   TIM   : Lv. 22
   LILKA : Lv. 22
   ASHLEY: Lv. 22

   Lilka's useful here for three reasons -- her HP which is higher than Tim's
   and her use of Hi-Heal and Hi-Revive, which you SHOULD have if you've been
   following the FAQ closely. Give her a Mini Carrot so she can use it right
   off the bat, and have Ashley/Brad plug some ARMunition into Kanon's face.
   Left Edge is powerful, but Drive Cut blows it out of the water -- this is
   where Hi-Revive helps out immensely so even if Ashley gets smoked by the
   skill, Lilka should be able to survive with a maxed-out Up P Defend skill.
   Not too sure on her AI, but as long as Ashley is alive, most of her fury's
   pointed his way. Although high HP is always helpful, this is one of the
   first battles where it can really pull a person out of a big disadvantage.

 Kanon leaves and says that Vinsfield's "hero" was left-handed. What does that
 mean? Progress to find out, I s'pose. Teleport to Quartly.

 After some scenes in town, Irving says that the chateau's detected an odd
 jamming signal from the desert. Combing the desert environment is the only
 way to find it, though, what with the weak waveform. To find the destination,
 head north of the beach where the sandcraft's parked usually and the Alchemic
 Plant shows up.

| 33) Alchemic Plant                                                   [LCM1] |
| ITEMS  _                                   | ENEMY:                         |
|       |_| Recorder                         |  _                             |
o--------------------------------------------o |_| Shanzen      200 EXP, 400g |
                                             | |_| Blackou      200 EXP, 400g |

 There are numerous bots here, as you experience first-hand when entering, so
 it's not incredibly different from the Gate Bridge. Luckily, the Shanzen foes
 drop Big Berries, so it's not a complete waste of time. They can be avoided
 for the most part, if you wait for an opening. =)

 Enter the hallway nearby and head downstairs to find two more doors. Take the
 one near the dead-end to get into the maze portion in the first room. When
 you get to the elevated crossroads, descend on the northern side. At the next
 junction, jump east and follow the passage to the exit.

 After a straightforward "monster box" room, ARMS will be on the balcony 
 opposite the one they came in (first room, natch). Two rooms later, the party
 becomes Lilka/Ashley/Tim -- Brad stays behind to display his prowess with a
 machine and confuse the enemy. Everyone will meet up at the darkest depths...

 Jump off the next catwalk onto a route guarded by a robot. For the moment,
 however, go the way opposite the 'bot. This leads to a room with a radio
 operator in it ('A'), but the party leader can't get inside. Instead, use
 your 'Call' function to listen into the message -- the robot has a radiator
 that's a piece of crap! Return and inflict a sharp temperature change on its
 front -- Fire Rod -> Freeze Rod! Exit north.

 There's another radio man here, who says he left his code book in a locker
 somewhere. Take the room next to the booth and search the lockers there for
 an 'important memo':
               Z S U G H I O Q B L F T U      \
               A J K P R S N O A C E G Q      <- CODE REEL
               M V W X I K M W Y D E Y C     _/

 This doesn't mean anything now, but is important later. Double-back a room
 and go up the stairtop door. There's a third radio operator beyond with a
 call being transmitted. Apparently, "ONM" is the current password and a 
 commander says "change it according to the codebook." Two rooms back, there
 is a door with a red light on it and a password-style lock. The transition
 of the passwords goes from right to left (as the convo showed earlier), so
 enter "ISK" to enter the door -- case-sensitive!

 Save at the four-fork junction and go east. Listen to the operator's convo
 in the first room ('F') then the convo in the second room. Listen once more
 in the first and the man in the second will have vacated the room. Search
 the lockers therein to get a [RECORDER]. Backtrack to the save point. =p

 Inspect the northern locked door to learn that it's voice-print verification.
 You won't be able to get in, suffice to say. Exit west two screens to a radio
 booth where an operator is speaking with Antenora. The party leader'll remark
 that they can record her voice for other uses -- stand next to the door and
 use the Recorder device. The locked door can now be opened by selecting the
 Recorder in front of it. Heal up and continue north.

   BOSS: Special Cocytus Squad Member Antenora

         Antenora ~ HP: 7000  EXP: 3700  GELLA: ----  DROP: -----


     Shockwave -----> Med. physical damage to allies (~550)
     Counterattack -> Weak physical damage to ally   (~ 50)
     Ephemeron -----> High physical damage to ally  (~1000) + % of silence,
                                                    downhearted, poison,
   TIM   : Lv. 23
   LILKA : Lv. 23
   ASHLEY: Lv. 23

   With Hi-Heal, Live Horn (Odoryuk summon), and First Aid, this shouldn't
   be TOO hard, especially with a maxed-out Up HP skill on everyone. 
   Antenora will be faster than everything except First Aid, so make sure
   that Tim's got some kind of protection accessory against Downhearted
   (Heart Leaf) and defend against the rest as is possible. Keep Restore
   and Hi-Heal on-hand -- you'll just have to anticipate which ally to
   target. If you can get Ashley into Access state this battle becomes a bit
   easier to stomach.

 Watch the awesome scenes afterwards and the party returns to Valeria Chateau.

  NOTE: Have Ashley learn Up P Defend at this point, even if it's just once!

 Guild Galad's son needs to be guarded for the next mission, and taken back to
 his mother country. The long-distance subway is being used for this mission,
 and is at the foot of the mountains north of Quartly. Teleport to the bridge
 town and exit into the sand flats. In the northwest corner is a mountain and,
 at the foot, is Urartu Station. Talk to the son (Noel) and watch what ensues
 on the train...

| 34) Emulator Zone                                                    [MLZ1] |
| ENEMY:                          |
|  _                              |
| |_| Odessa Man 2  225 EXP, 450g |

 It appears that the tunnel doesn't want to end, thanks in part to one of
 Odessa's Cocytus members...but which? The conductor can save your game, but
 no free healing.

 NOTE: Only save if Lilka/Tim have maxed-out Up P Defend PSS skills, or if you
       want a challenge. The last boss can cream both of them, which is reason
       to have maxed-out Up HP PSS skills as well! If you save, you're stuck
       here without any shops, so THINK WISELY FOR CRAPSAKES.


 Leave the train and head down the crystal-block walkway to Puzzle #1. Pull
 the cube from doorway and onto the pink/red pressure pad -- this changes the
 doorway's color, now; enter.
             _     _
  _______ __|X|   |X|_  The "X" marks stand for dead ends that return one to
 |X      |    |   | #2| the second room, which is the beginning of the maze
  ¯¯|_|¯¯ ¯¯|_|   |_|¯  for the most part. Follow the path to the room marked
  __| |__  _| |_ _| |_  "#2". Here, as soon as you enter, go back the way you
 |  #1   ||X    |    X| came to encounter a new room. Use Pooka to get the
 |__   __| ¯¯¯¯¯ ¯|_|¯  chest off the platform which contains Tim's newest
    | |          _| |_  [TOOL: Air Ballet], which can hit move objects from a
    | |    N    |RED  | distance -- use with the square button. Push the cube
    | |  W + E  | CUBE| nearby onto the purple pressure panel, changing the
    |_|    S     ¯¯¯¯¯  doorway's color to a different hue. Heal up and exit
   TRAIN                back where you came to find the only Cocytus member
             you haven't severely clobbered...

   BOSS: Special Cocytus Squad Member Caina

         Caina ~ HP: 7000  EXP: 3700  GELLA: ----  DROP:


     Attack ---------> WEAK damage to ally   (~400)
     4D Hypo Blast --> High damage to ally   (~900)
     Counterattack --> WEAK damage to ally   (~400)
     Gate of Isolde -> Med. damage to allies (~400) + % of poison, ability
                                                 block, sleep, downhearted
   TIM   : Lv. 23
   LILKA : Lv. 23
   ASHLEY: Lv. 23

   Gate of Isolde is the only attack one has to watch out for, truly, since
   its status effects can really delay one's curing plan. Lilka's Restore
   ability helps out, but 4D Hypo Blast can weaken the lot some, so use a
   few Heal Berries to manage upkeep. Unlike previous Cocytus enemies, her
   best ability only damages one person, so it's pretty easy if luck is on
   your side. Which, frequenly, it will be, as Gate of Isolde rarely hits
   more than one or two people with status effects. Conserve as much ammo
   as you can by relying on Access form. Oh, and don't forget Rise&Shine
   magick can prevent sleep once its cast on someone, whether or not they
   have it -- use this to anticipate the "Gate"! Ability Block accessories
   also help, but that goes without saying.

 She teleports out once she's been beaten, but not before mentioning (in her
 thoughts) that the emulator keeps the zone running.

 NOTE: If you want to go back and save, this is possible. Enter the northern
       door in the "#2" room to reappear back at the start of the puzzle. Go
       south to reach the "#1" puzzle that leads back to the rain. Navigating
       the area is the same as before, afterwards.

 In the "#2" room on the map, head east into a room with teleporter pads. Here
 there is a bunch of confusing teleport blocks; luckily, the solution involved
 is pretty simple. From where you begin, take the first warp device to a
 section by a doorway and a stairway/warp-pad combo. You'll notice there is a
 platform connected to that stairtop, that leads to another door. Jump down 
 and go through there. That's it.

 You should be in a room full of octagons and more warp pads. It's shaped
 something like this, although the configured map can be found here:


  01, 02...  ----> Teleporter
 *01,*02...  ----> Teleporter destination

           ROOM #1                                 ROOM #2
                                                     | | <-----EXIT YOU ARE
             /¯¯¯\                                  /¯¯¯\      LOOKING FOR
            | 05  |                                | *05 |
        /¯¯¯\\___//¯¯¯\                        /¯¯¯\\___//¯¯¯\
       | *15 |   | 04  |                      | 07  |   | *04 |
 _ /¯¯¯\\___//¯¯¯\\___//¯¯¯\              /¯¯¯\\___//¯¯¯\\___//¯¯¯\
 _| *16 |   | *14 |   | *13 |            | 08  |   | 06  |   |     |
   \___//¯¯¯\\___//¯¯¯\\___/              \___//¯¯¯\\___//¯¯¯\\___/
       | 01  |   | 03  |                      | *01 |   | *03 |
        \___//¯¯¯\\___/                        \___//¯¯¯\\___/
            | 02  |                                | *02 |
             \___/                                  \___/
            ROOM #3              |                 ROOM #4
                              W -+- E
             /¯¯¯\               |                  /¯¯¯\
            | 10  |              S                 | *10 |
        /¯¯¯\\___//¯¯¯\                        /¯¯¯\\___//¯¯¯\
       | *07 |   | 11  |                      | 15  |   | *11 |
   /¯¯¯\\___//¯¯¯\\___//¯¯¯\ _            /¯¯¯\\___//¯¯¯\\___//¯¯¯\
  | *08 |   | *06 |   |     |_ <---.     | 16  |   | 14  |   | 13  |
   \___//¯¯¯\\___//¯¯¯\\___/       |      \___//¯¯¯\\___//¯¯¯\\___/
       | 09  |   | 12  |           |          | *09 |   | *12 |
        \___//¯¯¯\\___/      EXIT YOU'RE       \___//¯¯¯\\___/
            |     |          LOOKING FOR           |     |
             \___/                                  \___/
                                                     | | <-- EXIT YOU ARE
                                                             LOOKING FOR

 You'll notice that from the rooms' transition, the teleport squares that the
 previous room had also carry over, just onto blank spaces. With that line of
 thinking, and I know this entire place seems complicated, all you have to do
 is take the "05" teleporter in the first room which leads RIGHT to the door!
 Yes, this isn't that complicated once you figure out the trick. Enter the
 door to find the Emulator Zone's generator. Use Air Ballet to unhinge the
 crystal and break one of the cubes its drawing energy from. One down, two to

 Back in the second room, take "08" to "09", which is right near the southern
 entrance. Use Air Ballet once again inside to take off the second cube of
 the three. Now, go to "13" -> "04" -> "06" and exit to the east. Heal up 
 before you knock out the final cube, because...

   BOSS: Kanon

         Kanon ~ HP: 8000  EXP: 4000  GELLA: ----  DROP: -----


     Attack ----------> Weak damage to ally (~  30)     NOTE: Damage values
     Left Edge -------> Med. damage to ally (~ 500)     based on characters
     Pike Kick -------> High damage to ally (~1000)     with maxed-out Up P
     Drive Cut -------> High damage to ally (~1300)     Defend PSS skills.
   TIM   : Lv. 24
   LILKA : Lv. 23
   ASHLEY: Lv. 24

   Kanon reveals that her lineage connects her to the Sword Magess, which
   is why she's been stalking Ashley. Regardless, get Lilka to her first
   force level so she can use Mystic + Big Berries, which will probably be
   a lot should your mages not have maxed-out Up P Defend skills. Tim will
   be Mr. First Aid, and even if it doesn't do that much -- Kanon can do a
   scattershot attack pattern at times, where this comes in handy -- it is
   still faster than her. Ashley should be throwing ammo at Kanon, although
   if you want to have him guard and build up Access before going on the
   offensive, that's alright as well. Access *should* be your goal here, so
   when in doubt, anticipate healing on Ashley. If you find that you're far
   too weak to contend with her, well, I hope you didn't save...

 After battle, Kanon calls a Truce with Ashley because the quasi-space they
 are all in is ready to collapse. The only method, she explains, is to ram the
 train through the self-repairing dimension at maximum speed! A five-minute
 timer is the only amount of time you'll have (battles don't run the clock)!
 Back in the octagon teleportation room, take this method to get back to the
 first room (you SHOULD be in Room #3):

 11 -> 16

 ...Okay, that's really short. Back in the regular rooms, take the first warp
 pad to a door platform. Ignore the door and jump off, taking the other door
 in the west. This leads back to the regular map ("#2" on it). Head north into
 a "wrong way" ("X" on map) to be set back at the map's start. Go south past
 the first puzzle location and you'll arrive back at the train. This can all
 be done within the confines of a minute, so you've plenty of time.


 The train barrels out, but isn't fast enough to break through the Dimensional
 Seam on its own. Noel calls for the rear cargo cars to be detached, and that
 allows the velocity to escape the Emulator Zone. In the destination station
 (^_^), Noel says Guild Galad is northeast of there. Before you go, head to
 the east part of the station and use Pooka to get the [LUCKY COMB] chest for
 Tim. Save on your way out, if you choose.


 To find the industrious industrial city, head northeast and look for the tiny
 outstretch of land, in which the surrounding flatlands curve around it. That
 is where the town springs up...

| 35) Guild Galad                                                      [GLD1] |
| ITEMS  _                   _               |
|       |_| Crest Cap       |_| Crest        |
|       |_| Crest           |_| Crest        |
|       |_| Crest                            |

 Although the master's son was returned safe and sound, he's still fuming from
 the train-car detachment. It turns out he was trying to acquire a superweapon
 banned under the Treaty of Iscariot...and THAT is what Odessa was after, not
 his son! However, they're only using it as a deterrent, for appeasement, that
 type of deal -- no one wants to rule an uninhabitable wasteland.

 Guild Galad Master updates the hovercraft with an aport feature, similar to
 the teleport orb. When you can walk around again, head south to a wall 'tween
 some stairs. There is a switch there, so press it -- it opens a yellow door
 elsewhere. To find it, locate the entrance of the guild and head onto the
 second floor from there (north). There will be a door with a yellow fringe,
 instead of the green button you usually see, and it should be open. Inside is

 If you start circling the guild's hallways on the ground floor, you'll arrive
 at a red-diamond door in the north. Use a Duplicator to gain entrance, and
 steal the four [CREST]s. It's the motherlode, alright.

 | GUILD GALAD WEAPONS SHOP |  The weapons/item store or, rather, all of the
 o--------------------------o  shops are located in or connected to the first
 | SniperShark.........5500 |  area in the guild. Weapons are sold on the
 | Bounty Gard.........5300 |  ground floor, and if you can afford some, get:
 | Geranium............4800 |
 | Maygas Robe.........4200 |  * SniperShark x 1
 | Magic Wand..........4500 |  * Maygas Robe x 1
 | Sun Poncho..........4300 |  * Sun Poncho  x 1
 o--------------------------o  * Bounty Gard x 1

 Make sure to use those four crests up at the magicker's shop, and I suggest
 emptying any Crest Caps you have and making use for better Lv. 2 spells, like
 the eternally-useful Hi-Revive.

 Also, you'll notice the girl outside the inn says "something good" will occur
 if you stay there. Well, nothing does at first, but if you stay there four or
 five times, talk to her again and she'll thank ARMS for being good customers
 by telling them the location of some ruins -- on an island in the southwest.


 Outside, the hovercraft will be on a beach nearby and ARMS can now cruise the
 open seas. What this also means is that when you teleport somewhere, the boat
 will be on the nearest beach! If you call Valeria Chateau, Amy lets the party
 in on a tip: if Odessa is after a mine, they'll probably go for Damzen or


 Teleport to Holst and talk to the man standing in front of the mine entrance.
 He speaks of Odessa as "amateurs," after the mine in the northeast instead of
 the town's central deposit. Using the sandcraft, steer north 'round the isle
 and land at the beach. Search the green area to find "Dark Reason," a medium
 depository, and east of there you can find the mine shaft against the wavy

| OPTIONAL: Abandoned Icebox                                           [ABX1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| STR Apple       |_| SOR Apple    |  _                             |
|       |_| Lucky Card      |_| Lucky Card   | |_| Mystical Pot 230 EXP, 460g |
'--------------------------------------------| |_| Kerberos     425 EXP, 850g |

 To find this place, teleport to Halmetz and the hovercraft will be on the
 beach by the tiny lake nearby. Take it to the tiny strip of beach nearby and
 search the dark-colored land to find the 'box.


 Head north two rooms and take the western wrap-around passage to double-back.
 There are two chests here, so use Pooka to get the [STR APPLE]/[SOR APPLE]s
 within. Further down the way (it's pretty straightforward), there is another
 treasure room, accessed in the same was as before. Pooka will claim both the
 [LUCKY CARD]s for your inventory.

 Anyway, the adjacent room has six floor tiles, all of different colors. The
 order you push them in is alluded by the plaques you've passed throughout,
 but to make things short and simple, go:

   Blue -> Green -> Yellow -> Red -> Black -> White

 The door to the [MEDIUM: Aru Sulato] then opens up. That's all there is to do

| OPTIONAL: Shining Garden                                             [SHG1] |
| ENEMY:                         |
|  _                             |
| |_| Brandt       230 EXP, 460g |
| |_| Sadas        230 EXP, 460g |

 To learn of this place, stay at the Guild Galad in four/five times and talk
 to the girl standing outside -- she'll mention this place. After, warp to
 Valeria Chateau to make the hovercraft appear on the beach by the cathedral.
 From there, take it to the northern rim of the sea and park on the beach 
 between the two reefs. Search to find.


 There are teleport orbs in here. Take the yellow one to a locked door, a
 plaque, and three doors side-by-side. If you get the sunrise/sunset reference
 you'll know you have to:

 01) Enter through rightmost of western doors
 02) In new room, enter through leftmost of western doors
 03) In new room, exit through door you just entered through

 You'll now be in a room with a dead-end staircase. The next room has an input
 device for a password. If you didn't get the plaque's hint nearby, it alludes
 to looking for the truth. Climb the staircase and face the eastern wall --
 the tiles are configured to spell "RAY". Input it as the password (exactly
 as shown) and you'll be permitted to enter further. Take [MEDIUM: Stare Roe]
 and leave.

| OPTIONAL: Dark Reason                                                [DRK1] |

 Teleport to Holst and pick up the 'craft at the beach. Disembark on the north
 side of the isle and use the search function around the greened area. Inside,
 this place is all dark. Head into the first door in the north.


 There's a walkway here but you don't have full view of it all. When you step
 on a red tile, the pathways to the north and south fall in on 'emselves. To
 be sure, this is only hard in theory -- the paths aren't complicated at all.
 The more tiles that fall, however, the thinner the vision becomes...

 To reach the destination:

 01) Take the SW path of the 3
 02) Take the SW path again of the 3
 03) Take the SSE path of the five
 04) Continue south across all the tiles and enter the only door.

 Get the [MEDIUM: Leitea Salk] and backtrack out (have fun...).

| 36) Closed Mine Shaft                                                [CMS1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Blue Ribbon     |_| Crest        |  _                             |
o--------------------------------------------| |_| Captor       250 EXP, 500g |

 In the second room, bats will start swooping -- damage "traps" of sorts --
 so avoid those or the party leader is -100 HP per! Use the detonator to blow
 a hole in the rock north of there, and follow the straightforward passages to
 another detonator, leading south. Eventually you'll come to a room with a
 powder fuse and water spouts on 'em.

 Obviously, you'll need to stop the drips or it'll put out the fuse. There are
 valves that turn the water off for about 6-7 seconds before it starts right
 back up, so you have some leeway as you move from place to place -- running
 is rather imperative, though. When the four spouts are bypassed, the boulder
 in the north blows and ARMS can continue.

 Past the room with the minor "bat problem" is a save point -- use it! Beyond
 is a room with three chests. Get the [UPGRADE: ShockSlide] for Ashley in the
 middle, and use Pooka on the rest to get a [CREST] and [BLUE RIBBON]. You'll
 see why that method's used as soon as the rigged statues topple; this also
 opens the way north on one side. Cure up if you've been hit by bats!

 Two rooms past, a familiar face once again demands a confrontation.

   BOSS: Kanon

         Kanon ~ HP: 9000  EXP: 4200  GELLA: ----  DROP: -----


     Attack ----------> Med. damage to ally (~ 33 - 500)
     Left Edge -------> Med. damage to ally (~ 600-1300)
     Pike Kick -------> High damage to ally (~1000+)
     Drive Cut -------> High damage to ally (~1500+)
   TIM   : Lv. 24
   LILKA : Lv. 24
   ASHLEY: Lv. 24

   This battle is a replica of the previous one, just with improved HP and
   each dealing a couple hundred more damage per (NOTE: min. values above
   represent maxed-out Up P Defend characters; max is Ashley's take). One
   can still get through this battle with Hi-Heal + Ashley's ARM + First
   Aid. Once in awhile, Tim will be in critical health, but Accelerator +
   curative item helps a lot. As before, anticipate healing with Lilka as
   that's basically her assigned role (MageWeapon doesn't affect ammo dmg)
   here. Tim seems to be targeted a lot here, which is one reason to keep
   him alive -- if he dies, the First Aid strategy gets kinked. If you've
   got a Blue Anklet equipped, take it off -- you'll see why soon.

 After battle, Ashley extends an olive branch and asks Kanon to join the team,
 and to cut him down when his "Other Me" gets out of control. Judecca appears
 thereafter and sets off an explosion, causing a cave-in. Kanon conks out and
 ARMS carries her back to Holst.

| 37) Holst                                                            [HST2] |
| ITEMS                                      |
|       For previous items, see section HST1 |

 Marivel greets the party at Holst's entrance, saying that no one can heal
 Kanon but her. "Her illness is very interesting, uh...I mean severe!" she
 says. =p

 Later, an explosion rocks the town and Judecca claims that ARMS is his 
 accomplices. Unfortunately, Kanon ain't having that and initiates a solo
 battle with the dork who needs a pince-nez...

   BOSS: Special Cocytus Squad Member Judecca

         Judecca ~ HP: 5000  EXP: 4200  GELLA: ----  DROP: -----


     Attack -----> Weak damage to ally (~200)
     Miriam -----> Med. damage to ally (~800)
     Douglas ----> Weak damage to ally (~250) + % paralysis
     Sidewinder -> Weak damage to ally (~250)
   Kanon: Lv. 24

   This battle's rather easy, but Kanon cannot use a medium. Still, you
   should equip one regardless -- Leitea Salk's Counterattack is decent --
   and also a Blue Anklet so that "Douglas" can't inflict paralysis. Build
   up Kanon's FP so that she can use her Gatling Lv. 1 + any technique you
   want, it doesn't matter. It's incredibly easy to build up FP, obviously,
   and each time you one of her skills (Left Edge/Drive Cut/Pike Kick) you
   may "unlock" one of her hidden techniques for permanent use. Miriam's
   the only damaging attack here, so use Big Berries to heal if you have

 Judecca retreats when Kanon can't finish him off, Ashley officially "hires"
 Kanon into their team, and the party returns to Valeria Chateau. After some
 talk, Irving divulges that the Alchemic Plant's supply pipeline leads to 
 another place in the desert south of Quartly. Irving even calls Kanon by her
 real name...man, he knows everything. >=p

 A tutorial on Kanon's "Bionic Arm" abilities ensues. Her original powers are
 special commands that use her concealed weapons in energy bursts, and on some
 occasions, her bionic governer will release and let her learn new skills. In
 addition, her eye has a sonar function for finding items and map symbols. The
 world map'll now have yellow dots that signify items, while the green ones'll
 mean there's a destination there.

 NOTE: Kanon does not have any PSS skills set in! Have her max out Up HP, Up P
       Defend, and Up M Defend in that order! Upgrade equipment in Guild Galad
       if you can afford it, and also reload Ashley's ammo. Duh, right? >=p

 Teleport to Quartly and head south. Now that Kanon is a full-fledged member,
 her Sonic Eye will show the destination as a green dot on the map. Just go
 south and save some time searchin'.

| 38) Coffin of 100 Eyes                                               [CFN1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| D Bison         |_| Trench Coat  |  _                             |
|       |_| Duplicator      |_| Big Berry    | |_| Mushussu     300 EXP, 600g |
|       |_| Big Berry       |_| Crest Wand   | |_| Gremlin      300 EXP, 600g |
o--------------------------------------------| |_| Buckbaird    300 EXP, 600g |

 The stillness is penetrating!

 Descend on the northern lift and follow the two-way corridors to a N/S fork;
 go south and exit. The chest you passed a short moment ago contains Kanon's
 first [TOOL: Wire Hook]. Press [] to shoot hooks ahead of her, and use them
 to hook onto posts, at which time she'll be pulled across. In fact, pull
 the party across in this very room. There are two western exits; take the
 northern for a [TRENCH COAT] chest (jump in a pit to avoid backtracking) and
 then take the southern of the two.

 Use the hookshot, err...I mean Wire Hook to move west and take the [D BISON]
 weapon for Ashley from the nearby chest. Following, inspect the next room's
 blue control panel to hear something about "Diablo Pillars" and the "Heimdal
 Gazzo." The door opens nearby, so follow it to a fenced-in switch (trigger
 with Hurl Knife) and keep going east.

 Here, use the Wire Hook to get to a Pooka-only chest: [DUPLICATOR]. Save in
 the northern room and continue two rooms down to one with some switches.
 Hit 'em both (you can fire over the li'l raised part) and exit.

 There is a west/north fork here. Before you leave, you CAN use the Wire Hook
 to hit the post on the small balcony, pulling to a [DUMBRELLA] (lol) weapon
 for Lilka. Exit to the north via the door nearby. Post-hop to the two chests
 -- two [BIG BERRY]s -- and get 'em with Pooka. Keep heading west to an exit,
 leading into a similar "corner" room with two exits. Get the [CREST WAND] in
 the same fashion as the Dumbrella and exit north.

 Inspect the blue console to learn the Diablo Pillars are designed to function
 depedantly, to restnoate and amplify the "output." As long as all four are
 standing, the generator can still function. What is this generator? Hmm...
 Go in the newly-opened door.

 Hit the switch, pull across, etc. to reach east. Heal up before entering the
 nearby door because our favorite incredible, zesty lizard shows up with his
 assistant. "I can't even get mad, I feel so sick" Kanon says. XD!

   BOSS: Lead Scientific Researcher (Self-styled) Liz
   BOSS: Assistant Ard

         Liz ~ HP: 4500  EXP: 2250  GELLA: 2250  DROP: Tiny Flower
         Ard ~ HP: 5000  EXP: 2250  GELLA: 2250  DROP: Tiny Flower


   [LIZ] Attack -------------> Med. physical damage to ally (~ 500)
   [ARD] Attack -------------> Med. physical damage to ally (~ 500)
   [ARD] Alter Ego Punch ----> High physical damage to ally (~1350)
   [ARD] Dump Truck Tackle --> Med. physical damage to ally (~ 800)
   [LIZ] Mixed Bug Liquids --> Disease/poison @ Ard; Alter Ego Punch usable
   [LIZ] Chef's Whimsy Bomb -> High physical damage to all  (~1000)
   TIM   : Lv. 25
   LILKA : Lv. 25
   KANON : Lv. 24
   ASHLEY: Lv. 25

   Both of these lizards are potent enemies, but Liz' hit-all Whimsy Bomb
   is a killer -- gun for his removal ASAP. Ard is easier to handle once
   Liz is gone, but until then, it's rather tough going. I suggest having
   both Lilka and Tim here for the healing effect, plus Hi-Heal/Revive/
   Mystic. Two more reasons you'll want to kill Liz first: Ard is slow so
   you Lilka's slow Hi-Heal/Hi-Revive spells will always get in first, and
   because a boss fight immediately precedes this one and the party upkeep
   is easy to do, in this case.

   One thing I've noticed is that the attacks are really luck of the draw
   -- I've fought this battle and died countless times because of Whimsy
   Bomb + Alter Ego Punch, but have sometimes incurred the bomb once and
   got their regular attacks two or three times in a row.

 After the "cruel things" you do to the lizard duo, they've no choice but to
 bring out the mean machine!

   BOSS: Robotic Monster Assassin Arms Killer

         Left Claw ~~~ HP: 5000  EXP: 2500  GELLA: 2500  DROP: Bullet Load
         Right Claw ~~ HP: 5000  EXP: 2500  GELLA: 2500  DROP: Bullet Load
         Arms Killer ~ HP: 8000  EXP: 5000  GELLA: 5000  DROP: -----


     Biolaser ~~~~~~~ High physical damage to ally   (~1000)
     Rayxander ~~~~~~ Med. magickal damage to allies (~ 800)
     Black Heart ~~~~ High magickal damage to ally   (~1500)
     Fire Crystal ~~~ Med. mgc-fire damage to allies (~ 900)
     Capillary Ray ~~ Inflicts poison onto an ally            [L: Both Clws]
     Coldray Gimlet ~ High mgc-ice  damage to allies (~ 900)
     Repulser Blast ~ High physical damage to ally   (~1500) 
   TIM   : Lv. 25
   LILKA : Lv. 25
   KANON : Lv. 24
   ASHLEY: Lv. 25

   Two healers works well here, too. Lilka will probably get her turn after
   the monster, though, so you'll want to cast Quick immediately so you can
   use Hi-Heal on the target that got damaged the previous turn. The baddie
   also uses a few elemental attacks, so cast Field on allies to halve the
   damage incurred (mostly because they're hit-all, too). Be careful when
   the claws are dead, because that allows it to use Rayxander and Black
   Heart. Definitely a battle to use a Lucky Card in.

 Liz and Ard flee instead of saying why they're allied with Vinsfield, leaving
 the party to inspect the gigantor blue computer nearby. It says the Diablo
 Pillars support the Heimdal Gazzo and there is no way to counter its 
 destructive force until all four are destroyed -- it's the Gazzo's "lifeline"
 in a word. ARMS decides to return to the chateau, but something's up. Contact
 Irving via the 'Call' option to learn there's a huge heat source above the
 plant -- wizardry stealth function, Amy says. 

 Watch who turns up from the grave -- with a RAIL GUN -- to stop the Heimdal
 from destroying ARMS at the Coffin. A flashback occurs, back to that day when
 Brad went to destroy the Alchemic Plant with the 'Gias' bomb in his neck. A
 fight ensues.

   BOSS: FakeBrad

         FakeBrad ~ HP: 3000  EXP: 5000  GELLA: ----  DROP: Uppercut


     Attack -----> Weak physical damage to one ally (~ 300)
     Bazooka ----> Med. physical damage to one ally (~ 900)
     Lawnmower --> Med. physical damage to one ally (~ 800)
     Pineapple --> Med. physical damage to one ally (~ 800)
     AM Cluster -> Med. physical damage to one ally (~ 800)
   BRAD: Lv. 23

   Use your most powerful ARMs attacks and use the "ARM x 2" ability should
   you not have decimated your counterpart already. Brad's faster than the
   fake one, so use a Big Berry if you have to heal. Worst case scenario,
   you have to use a Scapegoat accessory (revives upon KO) to pull it off.
   Of course, there's no way you should be able to paint yourself into a
   corner here -- two or three ARM attacks takes this fool out.

 Afterwards, Brad throws the dead doppleganger into the generator and uses the
 simulated Gias to blow the plant while he blows the joint. Watch Brad's good
 aiming as he knocks the Heimdal off its bearings and makes 'em retreat. Mr.
 Evans now rejoins the party at this point, with the [ABILITY: ARM x 2] now


 Irving wants ARMS to destroy the Diablo Pillars, now.

 REMINDER: Reload ammunition + fill in PSS skills + buy equips in Guild Galad!

 I'll go in order of difficulty, starting with the easiest, which is probably
 Diablo Pillar Antenora. Remember how the green dots on the world map signify
 destinations? Teleport to Sylvaland Castle and take the hovercraft upriver a
 bit, towards the green dot. Disembark at the virgin forest beneath the Baskar
 plateau and you'll find...

| 39) Diablo Pillar Antenora                                           [DPL1] |
| ENEMY:                         |
|  _                             |
| |_| Necromancer  375 EXP, 700g |
| |_| Harvestman   375 EXP, 700g |
| |_| Balphon      375 EXP, 700g |

 This is incredibly straightforward but annoying for the most part. Use the
 teleport crystal in the first two rooms to get to a maze-like third. There
 is a Millenium Puzzlesque walkway here, and when you step on certain blocks,
 they rise up. To solve:

                        ||    ||    ||    ||
                        ||    ||    ||    ||
                        ||    ||    ||    ||
                             S T A R T

 That's just one of the solutions, of course -- you can do a mirror image as
 well. So long as you end up at the "16" or "11" block, you can take the exit,
 which appears when all pillars are raised. Follow another spiral corridor to
 a room with nine panels like:
             [08] [02] [03]   Antenora tests your memory with a nine-panel
              ||===||===||    input you have to do. Since this is random and
             [04] [05] [06]   there's no way this walkthrough can list all the
              ||===||===||    permutations (nor would that be useful anyway),
             [07] [01] [09]   I suggest taking a piece of paper and marking
                              the route with a series of lines. Make dots at
                              the strokes' end to represent stopping points
 and hope for the best. It can be hard either way, but having some sort of
 record is better than the alternative -- hope you penmanship is up to snuff.
 When the input's correct, a bridge forms to the west.

    NOTE: The first solution is always 03, 05, 07, 01, 08, 09, 06, 04, 02!

 After the next passage, heal up and approach the pink, gassy puffball to
 fight Antenora's...uh, pet.

   BOSS: Humanoid Mirage Prisnum

         Chest ~~~ HP: 10000  EXP: 2500  GELLA: 2500  DROP: Azure Vest
         Prisnum ~ HP: 10000  EXP: 5000  GELLA: 5000  DROP: -----


     Tidal Wave -----> High magickal damage to allies (~1400)  [L: Chest]
     Coldray Gimlet -> Med. physical damage to allies (~ 600)
     Kirlian Buster -> Med. physical damage to allies (~ 650)  [L: Chest]
   TIM   : Lv. 26
   BRAD  : Lv. 26
   KANON : Lv. 26
   LILKA : Lv. 26
   ASHLEY: Lv. 26

   Prisnum is a slow fool, so there's no real reason that anyone should be
   dying when Hi-Heal/First Aid is involved. Should you somehow be slower,
   use Quick the first turn and set things right. Mystic also helps, for
   when Tidal Wave shows up. A party of Lilka/Tim/Brad works well here,
   so you can use Brad's "ARM x 2" ability. Using Tim only is NOT a good
   idea, since the monster has only hit-all attacks and he'll quickly fall
   behind on the healing end. Kill the Chest portion to start making it use
   Coldray Gimlet, which lets you play catchup on the party upkeep end, at
   least in comparison to Tidal Wave. You can try Field here to halve some
   elemental damage, but there's no reason once the Chest is dead. Matter of
   fact, you can switch out one of your healers for another attacker. Don't
   waste all your ammo, though...

 Save two rooms from the battlesite if you want (YOU WILL NOT BE ABLE TO LEAVE
 IF YOU DO THIS) and continue on two rooms from there. Antenora notifies you
 that you have to hit right switches on the pillar and none of the wrong ones.
 This is random, so you'll have to do trial and error to figure it out (sorry,
 not even the starting configuration is the same!). A bridge forms when you've
 singled out the "red" tile and you can leave.

 Take the last crystal to the top floor, heal up en route, and find one lucky
 lady waiting for a lashin'.

   BOSS: Special Cocytus Squad Member Antenora

         Antenora ~ HP: 16000  EXP: 7000  GELLA: 7000  DROP: War Respite

     Attack ----> Weak damage to ally           (~  50)
     Shockwave -> Med. damage to allies      (~800-900)
     Ephemeron -> High physical damage to ally  (~1500) + % of silence,
                                             downhearted, poison, sleep
   TIM   : Lv. 27
   BRAD  : Lv. 26
   KANON : Lv. 26
   LILKA : Lv. 27
   ASHLEY: Lv. 27

   Using two healers again is the best strategy, with Ashley as the good
   third man (for Access). Put the Heart Leaf on your main healer so that
   s/he doesn't get hit with Ephemeron's downhearted status (Hi-Heal is
   more useful in this case) and at least use Rise&Shine on Tim. Either
   way, Antenora should act last, so as long as Ephemeron doesn't mess up
   someone's face, this battle is very tolerable. As said, shoot to get
   Access out as early as possible. Make sure to equip Lilka with that
   Azure Vest, too, if you won it last battle.

 The generator crumbles, and Antenora tells her story of her motives working
 for Vinsfield. When Antenora leaves, use the crystal to get out.

 REMINDER: Reload ammunition + fill in PSS skills + buy equips in Guild Galad!

| 40) Diablo Pillar Caina                                              [DPL2] |
| ENEMY:                         |
|  _                             |
| |_| Rock Buster   90 EXP, 270g |
| |_| Furfur       375 EXP, 750g |
| |_| Mimic        375 EXP, 750g |
| |_| Tiny Gem     375 EXP, 750g |
| |_| Okypete      375 EXP, 750g |
| |_| Sibylla      375 EXP, 750g |

 To find the second pillar, fly Valeria Chateau towards Guild Galad and steer
 to the southwest. There is a landing pad visible on a small cheatau, and the
 green dot's the destination.


 You'll notice the teleport crystal and long winding stair "theme" is back for
 another go-'round. Two of these rooms later, ARMS ends up at a platform where
 some objects are moving back and forth -- there's a crystal beyond. Hit the
 far-off object three times with Hurl Knife to make the bridge appear. It's
 another two stairwells to the second chromatic walkway.

 The bridge falls apart at the center, so someone with a projectile tool will
 have to shoot out the switch cubes that circle around. Hit any switch thrice
 to make the walkway re-connect; head west and up the next spiral ramp. Heal
 after the crystal, 'cause...

   BOSS: Shapeless Slime Monster Drawdo

         Drawdo ~~~~~ HP: 10000  EXP: 5000  GELLA: 5000  DROP: Blue Wind
         Left Head ~~ HP:  5000  EXP: 2500  GELLA: 2500  DROP: -----
         Right Head ~ HP:  5000  EXP: 2500  GELLA: 2500  DROP: -----


     Attack ------------> Weak damage to ally   (~400)
     Gas Pressure ------> Med. damage to allies (~450)
     Optochemical Bomb -> Med. damage to allies (~450) + % poison, confusion
     Mercury-Cadmium ---> % disease, downhearted, nightmare, sleep, ability
                            block, amnesia to allies
   TIM   : Lv. 27
   BRAD  : Lv. 26
   KANON : Lv. 27
   LILKA : Lv. 27
   ASHLEY: Lv. 27

   Equip Tim or Lilka (whichever you're going to be using more) with the
   Clear Chime, to prevent confusion, and the other with  Lilka can double
   as a potent fighter here with Saber, and with Tim at the helm in regards
   to healing, one can save ammunition quite a bit. Build up Ashley's Access
   state and try to deal with Mercury-Cadmium which can be incredibly vexing
   with its reasonably normal infliction rate -- Mystic a War Respite if you
   can or use Odoryuk's Live Horn summon. The one thing the battle drops in
   your favor is that the boss acts last, so if you find you need to use Live
   Horn, switch the medium onto someone who's not status-effect'D and proceed
   from there (NOTE: can't use Combine when in Access form!). Sadly, all of
   the monster's attacks are usable throughout the battle, so you can't
   narrow down the repertoire any. Use a Lucky Card if you get the chance!

 Save two rooms later (YOU WILL NOT BE ABLE TO LEAVE IF YOU DO THIS) if you
 feel up to it, and follow to a room with some floor switches. Stepping on a
 switch lights up the room, but luckily the labyrinthine passages are just
 for show. For the easy exit (facing north), head west to the dual switches,
 south to the corner, then all the way west to the next corner, up a bit, and
 the crystal's in plain sight.

 Heal up when you get to Caina's cylindrical platform and top it to start the
 battle royale.

   BOSS: Special Cocytus Squad Member Caina

         Caina ~ HP: 18000  EXP: 7000  GELLA: 7000  DROP: -----


     Attack ---------> Weak damage to ally    (~400)
     Counterattack --> Weak damage to ally    (~400)
     4D Hypo Blast --> High damage to ally   (~1700)
     Gate of Isolde -> High damage to allies (~1000) + % of poison, ability
                                                  block, sleep, downhearted
   TIM   : Lv. 28
   BRAD  : Lv. 27
   KANON : Lv. 27
   LILKA : Lv. 28
   ASHLEY: Lv. 28

   Once again, Caina should act last, so take this opportunity to cast a
   few doses of Rise&Shine on your party. Equip the Heart Leaf on Tim and
   the Silver Harp on Lilka, so you can minimize the chances of having no
   one able to cure. Unlike previous times, Caina seems to utilize regular
   attack commands a bit more, which should give you a bit of time to gain
   health back. Shoot to use get Access opened up early and this isn't too
   much of a struggle (it is without the aforementioned two accessories,
   though!). Keep HP above 2000 -- everyone should have this amount by now,
   yo -- and the Hypo Blast is cake. Don't forget to use Odoryuk's Live
   Horn combination summon if the status abnormalities start to take hold.
   Lucky Card the fight if you can.

 The second pillar's generator crumbles and Randolph the Magic Key throws 
 Caina into a space-time warp along with himself (itself?). Only two more of
 these Diablo Pillars to smash up, and the hardest is yet to come...sorta.

 REMINDER: Reload ammunition + fill in PSS skills + buy equips in Guild Galad!

| 41) Diablo Pillar Judecca                                            [DPL3] |
|  _                             |   This one takes a bit longer, mostly due
| |_| Dust Man     325 EXP, 650g |   to the pillar's availability. One has to
| |_| Reanimator   325 EXP, 650g |   travel through Snake Road to get where
| |_| Evil Dead    325 EXP, 650g |   Judecca's hiding out, and the only route
o--------------------------------o   to take is through a proxy of sorts, the
                                     Lost City Archeim.

 To find this junky old ruin, teleport to Quartly and find one of the women on
 the street, talking to another. She tells about the "city to the north," once
 Slayheim's largest. Almost due north of Quartly is the destination.


 In the west of town, look for a doorway stuffed-up with plaster. Bomb it open
 and go inside to find none other than [MEDIUM: Ge Ramtos], death's ruler.

 | LOST CITY ARCHEIM ITEMS:      |  In one of the western buildings, there are
 |  _                            |  a few crates that contain a [CONDUCTOR] &
 | |_| Conductor                 |  [BIG BERRY]. You'll need the conductor, so
 | |_| Big Berry                 |  be sure to get it.
 | |_| Mini Carrot               |
 | |_| Conductor                 |  In the east, by another two-door building,
 | |_| Missanga                  |  destroy some more crates, taking the [MINI
 o-------------------------------o  CARROT] from underneath 'em. The adjacent
                                    room has a duplicator door and two crates
                                    by a stuffed-up passage. Use it to get on
 the roof and Wire Hook your way to the middle building, where there's a hole
 you can jump into. Pull the switch and put in the Conductor to power the lift

 There's still some more things to do, however. Enter the northern building
 and search the east room for a save point; the west has another [CONDUCTOR]
 chest you can get with Pooka. Double-back a room to the pedestal and take
 the lift down, opening a wooden gate.

 Save if you haven't already and return to the other lift. As soon as you're
 at the bottom, you get attack'D!
   BOSS: Aggressive Poltergeist Jasoul

         Jasoul ~~~~~ HP: 9000  EXP: 5000  GELLA: 5000  DROP: -----
         Left Claw ~~ HP: 5000  EXP: 2500  GELLA: 2500  DROP: SOR Apple
         Right Claw ~ HP: 5000  EXP: 2500  GELLA: 2500  DROP: SOR Apple


     Spark ----------> Weak mgc-lghtng damage on ally (~200)
     Armor Down -----> Reduces phys-defense power of all allies [L: Claws]
     Caloric Nova ---> High fire-elem. damage on allies (~1400)
     Life Force -----> Drains ally's HP to regain 'Jasoul' part by same amt.
     Kirlian Buster -> Med. physical damage to allies (~400)
   TIM   : Lv. 28
   BRAD  : Lv. 28
   KANON : Lv. 28
   LILKA : Lv. 28
   ASHLEY: Lv. 28

   Whatever you do, do NOT attack Jasoul until its arms are dead. Should
   you err, it will immediately counter with Life Force, which drains an
   ally's HP to restore it -- i.e., it may be able to kill you if you did
   too much. Besides that, it mostly uses Armor Down, so take your time
   killing the claws. Note that it can still use Life Force even when its
   arms are dead, but it also uses Kirlian Buster a lot at this point
   (instead of Caloric Nova). ARM x 2, Stare Roe + Combine, and Banisher
   are all good ways to seal the deal against this baddie (Stare Roe can
   do 6000+!).

 I suggest going back to Quartly and refilling ammo before entering beyond
 the wooden gate. It leads into a Live Reflector -- search the sideroom for
 a [MISSANGA] luck-boosting accessory! -- where you can take the warp to
 Snake Road. The real portion is about to begin, now. Get the [HOLY GRAIL]
 accessory in the destination Live Reflector and continue onto the overworld.
 Follow the dark-colored (straightforward) ridge to a li'l cul-de-sac of a
 bluff, where Judecca's wicked pillar stands.


  NOTE: Grimlok enemies can kill everyone instantly! Equip that Holy Grail

 | DIABLO PILLAR JUDECCA ENEMIES: |  The same layout of walking up ladders and
 |  _                             |  using teleport crystals is evident here
 | |_| Catoblepas  375 EXP, 750g  |  again... <sigh>
 | |_| Grimlok     375 EXP, 750g  |
 | |_| Girtabryl   375 EXP, 750g  |  Two rooms later, is a platform that moves
 o--------------------------------o  on a rail of sorts. Maneuvering on it is
                                     essential, since barbed balls float in
  the path and can knock you off. There's no way to coach one through this
  part -- it takes practice and hand-eye coordination more than anything. Not
  to make it sound extremely hard or anything, 'cause it most certainly ain't.

  Putting the next passage behind, heal up and approach the swirling, whirling
  ball of pink cotton candy that is...

   BOSS: Red-Hot Lava Monster Magmalizer

         Head ~~~~~~~ HP: 10000  EXP: 5000  GELLA: 5000  DROP: Lamellar
         Magmalizer ~ HP: 10000  EXP: 2500  GELLA: 2500  DROP: -----


     Attack ---------> Weak physical damage to ally (~50)
     Mirror Coat ----> Puts 'Reflect' status on Head portion
     Fire Crystal ---> Med. fire-elem damage to allies (~600)
   TIM   : Lv. 29
   BRAD  : Lv. 28
   KANON : Lv. 28
   LILKA : Lv. 29
   ASHLEY: Lv. 29

   This battle's basically a gimme compared to Jasoul. Its main method of
   mayhem is Fire Crystal, which even for someone with poor Up M Defend,
   sucked twenty hours ago. Kill off its head first with ammo and physical
   attacks (Saber can reflect) and use HypeWeapon on your main attackers
   in order to do so -- if you're an ammo-conserver, that is. Otherwise,
   Combine + Schturdark really defrosts this fool.

 Equip Kanon with the Lamellar armor and proceed through the next area to
 a save point. There's a second (and last) conveyor-maneuvering puzzle to
 do, and if you thought the last was pretty easy, this one doesn't differ
 that much -- just twice as long with more obstacles.

 Two rooms past, there's a walkway puzzle that insults your intelligence
 to a high degree -- you have to walk in one direction and make sure not to
 get hit off by rotating barbed-balls. Just keep the camera point of view
 at a west/east and this is cake.

 Another room later, it's high noon with our favorite violent gunman.

   BOSS: Special Cocytus Squad Member Judecca

         Judecca ~ HP: 18000  EXP: 7000  GELLA: 7000  DROP: War Respite


     Attack --------> Weak physical damage to ally   (~ 400)
     Miriam --------> High physical damage to ally   (~1500)
     Douglas -------> Weak physical attack on ally   (~ 500) + % paralyze
     Sidewinder ----> Med. physical attack on allies (~ 600)
     Counterattack -> Weak physical attack on ally   (~ 400)
   TIM   : Lv. 29
   BRAD  : Lv. 29
   KANON : Lv. 29
   LILKA : Lv. 29
   ASHLEY: Lv. 29

   Since Lilka has Hi-Revive/Hi-Heal, give her the Blue Anklet, which, as
   you know by now, protects against Douglas' paralyzing tendency. Quickly
   build up the ability to use Hi-Heal because Miriam gets showcased more
   than usual, now. Can't go wrong with two healers, here anyhow -- just
   build up Access and Hot Fencer this meanie to death. Judecca can be hit
   with Armor Down, also, not that it matters.
 The third generator shatters and Judecca kills himself rather than be caught
 by ARMS. Just one last obstacle...

 REMINDER: Reload ammunition + fill in PSS skills + buy equips in Guild Galad!

| 42) Diablo Pillar Ptolomea                                           [DPL4] |
| ENEMY:                         |
|  _                             | Get the Hi-Heal and Hi-Revive abilities
| |_| Decarbia     375 EXP, 750g | before you come into this pillar! Should
| |_| Virsago      375 EXP, 750g | have 'em already, but this is a very timely
| |_| Land Lamprey 375 EXP, 750g | reminder if you don't. GO FOR IT! >=p
| |_| Okypete      375 EXP, 750g |

 Teleport to Meria to make the hovercraft able to traverse the outer-land sea.
 Head south along the continental shelf until you find a landmass (?) under
 the sea, which gives the area a dark color. Search there to find the pillar
 we're lookin' for.


 Yay, last time you'll have to do these annoying run-around-the-twirly-path
 type of runs. Two rooms in leads to a room where some gigantic cubes move in
 to stomp you down. Bombs can blow 'em up but if they hit you, you can pass
 right through 'em, also. There's one with two of those blocks, but it isn't
 too hard to smash the things apart.

 Two rooms down, a square-shaped walkway is filled with those cubes that are
 "stalking" you. Blow 'em up like before to make a bridge appear. Falling off
 the walkway does NOT reset the thing, too. ^__^

 Another two rooms down, heal up and approach the stinky-pink gas cloud that
 everyone in the world hates for a reason...

   BOSS: Explosive Emperor Monster Belleclaire

         Chest ~~~~~~~ HP:  5000  EXP: 2500  GELLA: 2500  DROP: -----
         Drill ~~~~~~~ HP:  5000  EXP: 2500  GELLA: 2500  DROP: -----
         Belleclaire ~ HP: 10000  EXP: 5000  GELLA: 5000  DROP: Best Vest


     Attack ----------> Weak phys. damage to one ally   (~ 150)
     Weakness --------> Lowers allies' DFP/MGR values
     Drill Drager ----> HIGH phys. damage to one ally   (~2000)  [L: Drill]
     Megaton Attack --> HIGH phys. damage to one ally   (~2500)
     Resonance Quake -> High phys. damage to all allies (~1000)  [L: Chest]
   TIM   : Lv. 30
   BRAD  : Lv. 29
   KANON : Lv. 29
   LILKA : Lv. 30
   ASHLEY: Lv. 30

   The two healers suggestion is almost requisite here -- people hate this
   fight for a reason. Almost all of its attacks can cause 1000+ damage
   and what doesn't only helps /make/ them do that much (see: Weakness).
   Thus, the reason to break out Hi-Heal/First Aid every turn. Belleclaire
   is rather slow so you should be able to heal, and with your Up P Defend
   skills all maxed out for the most part, this battle can be taken down a
   notch (now you see why I saved it for last!). 

   Aim for the Drill first, to stop Drill Drager's reign of terror. Should
   you be going for a kill on the Chest, be forewarned that it will start
   using Megaton Attack EVERY turn after that, so do so at your own risk.
   Weakening both parts helps a lot, especially if you've build up a nice
   dose of Banisher once the chest's dead. [christoph771 suggests using a
   Lucky Card while just defeating the body, which should earn EXP values
   similar to the base values without drawing the battle out.]

   So, all in all, it's still a hard fight, but if everyone has 2500+ HP
   to contend with all the boss' skills, success is a lot easier to come
   by. If Tim is dying, have him defend until Resonance Quake's used. =)

 Equip Brad with the Best Vest, and save two rooms after the battlesite. NOTE
 THAT YOU WILL NOT BE ABLE TO LEAVE as I've said with the previous three of
 these hunkajunk pillars. The next room has a wall of blocks coming at you.
 They can pass over you and you'll take a little damage, so this isn't much
 of an imperative, but if you want to blow your way out:

 1st Row = Blow up second block from north
 2nd Row = Blow up the southernmost cube
 3rd Row = Blow up the middle block

 Continue on, heal up when you get to the generator room, and approach the
 top of the mount to find our ol' one-eyed friend.

   BOSS: Special Cocytus Squad Member Ptolomea

         Ptolomea ~ HP: 20000  EXP: 7000  GELLA: 7000  DROP: War Respite


     Attack ------------> Weak damage to 1 ally (~ 200)
     Iron Saber --------> High damage to 1 ally (~1500)
     Counterattack -----> Weak damage to 1 ally (~ 200)
     Ptolomea Dynamite -> High damage to allies (~1000)
   TIM   : Lv. 30
   BRAD  : Lv. 30
   KANON : Lv. 30
   LILKA : Lv. 30
   ASHLEY: Lv. 30

   Ptolomea Dynamite is his best and most-used attack, so eventually you
   will either (1) catch up to his damage when he uses Iron Saber (2) have
   to use Mystic to cover the damage (3) dual heal every turn! But, either
   way, Ptolomea isn't nearly as annoying as Cocytus brethren, and when 
   Ashley gets to use Access, this fight is as good as gone. It's times
   like this that make one wonder why Belleclaire wasn't in Cocytus' group.

 The last generator breaks and Ptolomea meets his end, wishing that his men
 will get granted leniency (to which Brad agrees). If you talk to Irving at
 this time, he'll say Heimdal Gazzo has stopped south of Sielje.

 REMINDER: Reload ammunition + fill in PSS skills + buy equips in Guild Galad!

 Fly south of Valeria Chateau to get to Seilje, and continue to fly south of
 there. The Heimdal is in the air and may not very visible at long-range due
 to the curved surface of the earth (simulated), so swivel left and right to
 find it. It may actually be a little SSE of Seilje, but it's in the southern
 sea, alright.

| 43) Heimdal Gazzo                                                    [HGZ1] |
| ENEMY:                         |
|  _                             |
| |_| Doppelganger 400 EXP, 800g |
| |_| Odessa Man 3 400 EXP, 800g |

 After a blast-in, the infiltration begins! As Ashley says, not having all of
 ARMS would be a loss, and anyone can return to Valeria Chateau from the hole
 in the wall. Thus, if you need items and upgrades, don't be hesitant to get
 the heck outta there.


 The 3rd room north of the entry point has three doors, two red and one blue.
 Enter the blue and use the console to switch the security mode -- this will
 unlock all the red/blue doors and clampdown with the green. In the previous
 hallway, take the left of the two red ones.

 After the mini-walkway's red door, ARMS'll be in a darkened room with some
 maze-type features. A light-switch console in the SW can brighten the place
 up, though; make your way to the upper east wall and exit through the red
 door (use the small green teleport pad nearby). There will be a security
 console again, that locks all blue doors and opens the red/green -- flip
 that thing on! Backtrack through the maze to the three-door passage and
 take the middle this time, entering the green dor.

 Beyond, take the mini-stairs to the eastern room. There are a bunch of pads
 here to teleport with. Proceed as such (point compass to north):

 01) Northern of the two warp pads
 02) Southeast of the three warp pads
 03) On the railing, jump ledge twice to eastern wall, take north of two pads
 04) Northwest of the three pads
 You should now be by a console that operates the security locks again. Switch
 over to 'green' status which opens the red-blue doors and locks the others.
 Jump off the raised platform and go west, to the only pad. With the compass
 point to the north, take the pad in the SE corner. The party ends up on a
 little ledge with a solitary pad on it -- take it and go to the blue door.

 Save up here. The teleport pad will take everyone back to the entrance, but
 you don't want to do that, right? Head into the red door to reach, switch
 the security mode to red, and north through the green door. Vinsfield stands
 nearby and is ready to kill those "cutting into Odessa's ideals."

   BOSS: Leader of Odessa Vinsfield

         Vinsfield ~ HP: 25000 EXP: 10000 GELLA: ---- DROP: ----


     Attack ---------> Weak damage to ally    (~ 50)
     4D Hypo Blast --> Med. damage to ally    (~800)
     Incur My Wrath -> Med. damage to allies (~1000) + % instant death
   TIM   : Lv. 31
   BRAD  : Lv. 30
   KANON : Lv. 30
   LILKA : Lv. 31
   ASHLEY: Lv. 30

   You'll probably want Lilka here for Hi-Revive's sake, although one can
   get by with Tim as main healer. All of Vinsfield's attacks are pretty
   crappy -- even Caina did more with 4D Hypo Blast! -- compared to even
   stalling bosses like Belleclaire, but he is definitely fast, so throw
   Quick around if you're not using Tim (First Aid IS faster). Building FP
   for Access isn't so hard when Incur My Wrath gets used so often. Seems
   to have a low percentage of instant death, luckily, and that's about the
   way this fight can throw you for a curve. Equip the Holy Grail on Lilka
   or Tim, or switch them in every so often...doesn't matter, really. Two
   at once is good. =)

 Vinsfield teleports away instead of dying like the dog he is, and the party
 has to find some escape pods before the Heimdal Gazzo is gone-zo.

 REMINDER: Heal up Ashley since his HP values will be the same later on! ^__^

 Enter the green door near the central monitor. There are five escape devices
 and one person needs to control the main panel, so no one can escape at once.
 Ashley stays behind while his comrades work towards the exit.

 Now you'll control each character in their portion of escaping. They may have
 to fight alone, so heal up as necessary. Switch back and forth by going to
 the tool selection screen (press Start) and they'll show up wherever they are
 currently. I'll separate the parts.


  * Go east
  * Push block onto floor switch to lower barrier nearby
  * Go through newly-opened door in east
  * Use computer console to switch open Red/Green doors + close blue doors
  * Move Lilka through red door nearby


  * Enter east through red door
  * Step on floor pad to lower barrier, quickly step on barrier, continue east
  * Continue east through room to green door
  * At crossroads, go south to next room, step on blue switch to lower barrier
  * Use Air Ballet ability to push block onto switch near where Lilka is


  * Move Lilka onto barrier Tim raised


  * Use Air Ballet to push block off, raising Lilka up


  * Exit through green entrance nearby
  * Step on floor panel across from where Kanon will soon be =)


  * Exit east
  * Step on blue switch


  * Exit east
  * Go east past switch Kanon is holding open, step on blue switch for Kanon


  * Go past switch Brad is opening, exit east.
  * Step on switch to lower far-off barrier, dash across before it raises
  * At t-junction, exit south through red door
  * Move Kanon to blue switch


  * In t-junction room (not crossroads), use Pooka to flip security mode to
    green, locking green doors and opening red/blue ones.


  * Move through door in room where he/Kanon once were
  * Move block one space south, one space east, then onto the switch.
  * Exit through blue door
  * Step on blue panel, get on lowered barrier, jump to blue door nearby
  * Push block onto lowerable barrier, so it's in line with switch. Push it
    east one more space, jump down to get to switch platform, then push it
    back west to line it back up. Step on platform's pressure pad to lower
    the barrier


  * Exit through blue door
  * Exit through next blue door
  * Use Air Ballet on block Brad pushed, moving it onto the switch.


  * Step on switch further east to lower barrier near Tim


  * Exit through red door, into the control panel room


  * Exit from panel part (she took root! ...almost)
  * Enter through blue door
  * Block-moving puzzle. Pull it north once to move it off switch and raise
    the barrier. Jump off, stand on switch, push it north until it falls off,
    stand on blue switch. This lowers the console near Tim.


  * Use console to turn off red doors and turn blue/green ones on.
  * Exit nearby into escape pod


  * Exit through green door, into escape pod


  * Exit from panel part (where she and Kanon stood)
  * Take eastern blue door into escape pod room


  * Enter green door into the escape pod

 Ashley attempts to make for the escape pod, but Vinsfield demands one last
 showdown. High noon, twelve o'clock high, all that.

   BOSS: Leader of Odessa Vinsfield

         Vinsfield ~ HP: 12000  EXP: 10000  GELLA: ----  DROP: -----


     Attack ---------> No damage...
     Void Effect ----> Dispels positive statuses
     4D Hypo Blast --> Med. damage to ally (~600)
     Life Returner --> Refills some of Vinsfield's HP (+1300ish)
   ASHLEY: Lv. 31

   He's fast, but if you've put at least two Up P Defend points on Ashley,
   he should be taking zero damage from physical attacks. Vinsfield himself
   is noticeably weaker and his attacks show it. However, Ashley will have
   to ancitipate healing until he gets into Access form, so use a Big Berry
   if your HP falls past 1000 HP. Once you use Access (defend until FP is
   up, if your HP is high) build up Banisher and let loose.

 Vinsfield confesses he never imagined he would lose, and says he is going to
 launch that nuke he stole from Guild Galad. And...well, you'll just have to
 watch what happens. =)

 ______  _________ _______  _______      __        _______  _        ______
(  __  \ \__   __/(  ____ \(  ____ \    /  \      (  ____ \( (    /|(  __  \ 
| (  \  )   ) (   | (    \/| (    \/    \/) )     | (    \/|  \  ( || (  \  )
| |   ) |   | |   | (_____ | |            | |     | (__    |   \ | || |   ) |
| |   | |   | |   (_____  )| |            | |     |  __)   | (\ \) || |   | |
| |   ) |   | |         ) || |            | |     | (      | | \   || |   ) |
| (__/  )___) (___/\____) || (____/\    __) (_    | (____/\| )  \  || (__/  )
(______/ \_______/\_______)(_______/    \____/    (_______/|/    )_)(______/

| V. DISC TWO WALKTHROUGH                                              [WLK2] |

 If you load from a disc two save, now, you can hear one of the best opening
 themes to grace the gaming world. Steel guitar + western flair + conservative
 trumpet solo = instawin, folks. Goosebumps every time, I swear.

| 43) Memory Maze                                                      [MMZ1] |
| ENEMY:                         |
|  _                             |
| |_| Ettin        410 EXP, 820g |
| |_| Buer         410 EXP, 820g |
| |_| Imp          410 EXP, 820g |

 After meeting the girl who he saw when he got the Argetlahm, she joins the
 party. Name's Anastasia...THE SWORD MAGESS! Lucied, the Guardian of Desire,
 also joins up. Check out Anastasia's abilities to know that you're in very,
 very capable hands. >=)

 NOTE: The enemies here CAN be missed, if you're going for a complete bestiary

 Head north and hit the switch to drop a familiar vampiress-looking girl into
 view. Anastasia said the "kid" fought alongside her in another time. Keep
 heading north through the next room and inspect the crystal in the center of
 a platform. Ashley will learn the name of the demon inside of him (being Lord
 Blazer) and what that means.

 North again, hit the switch to drop a section of path from above. The next
 room contains the "vampire girl" you know (I'm purposely avoiding saying her
 name, yo) -- talk to her. Hit the switch on the west wall and keep going N.

 Hit both switches to make the main path intact again, and proceed north. See
 the crystal in the middle to learn about Anastasia's past and her surname
 (ehehehe). Throw a knife at the next room's switch to lower the middle bridge
 piece, then go north again (like you'd go any other direction...).

 The vampire girl is in this room, too, up on one of the pillars. Wait for
 her to stand on the checkered walkway and shoot the cylindrical switch to
 drop her to the ground. Converse, exit north.

 Trigger the switch in the center, dropping another. Hit that one, too, and
 run up the west side to the exit. Inspect the memory crystal to learn about
 Anastasia's desire. In the next room, hit the first switch, then hit the
 far-off one diagonally to make the exit clear.

 Talk to the vampire-girl after dropping a few more switches. Proceed through
 the next switch room and Ashley will return to the normal world, his signals
 being picked up by Valeria Chateau. Irving says a time-space gate is needed,
 which means Lilka will have to jump head-first into the much-hated, insipid
 and boring...Millennium Puzzle!

| 44) Millennium Puzzle                                                [MPZ1] |
| ENEMY:                         |
|  _                             |
| |_| Targum       410 EXP, 820g |
| |_| Grabsk       410 EXP, 820g |
| |_| Primevals    410 EXP, 820g |

 This one has five paths instead of the three before. That just means it's one
 and two-thirds times the fun! Yeah, believe that. >__>    I'll separate the
 paths into sections like before, so put the compass north towards the locked


  * Five moving blocks in this first part. If you can't get to the exit cryst
    with normal walking (last one may be wonky), use the Freeze Rod to change
    the positioning a bit -- this way if one block is ALWAYS out of reach as
    the one you're on comes around, it can start closer when frozen, etc.

  * Jump down to the next crystal.

  * On the upper walkway, hit the two switchblocks to lower two barriers. Jump
    down and hit the northern switchblock to move two tiny platforms. Get to
    the center one, hit the switchblock, get on the second block, then hit the
    switch once again to get to the crystal.

  * Head on the northern archway to the crystal.

  * Jump down to the platform where the switchblock can raise three elevator
    blocks. Take the eastern of the two northern elevator blocks to the exit

  * Use the Freeze Rod to block moving east/west and get onto it when the
    other one comes in between there and the path. Freeze the other one if
    you keep falling off.

  * Winding path to the crystal...

  * Straightforward path to the crystal...

  * Winding path to the crystal. The red pillar is made of three blocks, which
    you should pay attention to.

  * Hit the switchblock aligned with the SW passage.


  NOTE: Enter from the west like before.

  * Five moving blocks in this first part. If you can't get to the exit cryst
    with normal walking (last one may be wonky), use the Freeze Rod to change
    the positioning a bit -- this way if one block is ALWAYS out of reach as
    the one you're on comes around, it can start closer when frozen, etc.

  * Jump down to the next crystal.

  * On the upper walkway, hit the two switchblocks to lower two barriers. Jump
    down and hit the southern switchblock to move two tiny platforms. Get to
    the center one, hit the switchblock, get on the second block, then hit the
    switch once again to get to the crystal.

  * Go to the crystal nearby.

  * You'll be by some crystals now. Take the little moving block to the one
    nearest Lilka (west).

  * Follow to the west crystal.

  * There is a one-cube blue pillar here. Exit on the winding path.


  * Cross the two moving blocks to the crystal.

  * There are a bunch of square walkways here. Jump down to the nearest
    purple, then the nearest green. One can jump off west or east here, and
    get towards one of the crystals. Go east to the purple and jump west to
    the green, then take the warp crystal. If you mess up, fall off the
    ledge to reappear at the top.

  * Walk across the two moving cubes to the crystal.

  * Up around the two-way footpath...

  * There is a two-cube green pillar here. Keep going...

  * Hit the switchblock aligned with the southeast in the main room. 


  * Hit the first switchblock off the path to lower a barrier, then hit the
    next down the way. Cross the second barrier, hit the second switchblock,
    and go to the exit.

  * Throw a projectile at the switchblock to move the purple tile at the end
    of the path. The next switchcube moves an elevator block, while the next
    moves the second-to-last in the above string of tiles. Hit that same 
    block once you cross to move a purple tile to the crystal. Yawn!

  * Take green path to the crystal.

  * Hit the switchblock to lower the purple barrier, cross over it, then hit
    that same switchblock. The other switchblock SW a little moves to the west
    so take it. Across, hit the NW switchblock to move west more and hit it
    again once on the other tile, to move east. On the other platform (which
    should not have a barrier on it!), hit the NE block to move east to the
    starting platform's northern side.

  * There is a four-block yellow pillar here, along the two-way path.

  * Hit the swithblock aligned with the eastern passage in the main room.

 Once you have the W, SW, SE, and E paths covered and switchblocks lit up, go
 to the south path. Save if you want and go to the room nearby where one has
 to raise up the pillars. You've done this before, but to recap: stand on the
 colored tile to raise up a pillar, and jump off when its the right height as
 you've seen elsewhere.

 Red ----> 3        If you do it right, the path will form to the south. It
 Blue ---> 1        leads to the fifth and last switchblock. Trigger it to
 Green --> 2        make a large cube appear in the main room. Approach the
 Yellow -> 4        locked door in that room and view the scenes. 

 Ashley will end up teleporting back to the Sword Cathedral and goes to see
 Marina. ARMS is reunited!


 Irving explains that though Odessa is finished, there's another threat which
 is closing in. Filgaia is being eaten away by something without anyone 
 noticing it. The next mission is to stop the "Stain Paradigm" that will
 eventually devour everything on the planet. He also drops a hint that the
 Grotto of Lourdes may hold information about wars. You can go there or to
 Baskar, but the order doesn't matter.

 REMINDER: Reload ammunition + fill in PSS skills + buy equips in Guild Galad!

 To find the grotto, get onto the ground and call into Valeria Chateau. Irving
 says that it's near Sielje somewhere. Teleport to Meria to make the hoverboat
 show up, and go down the eastern continental coast. Get on the island SE of
 Sielje and head towards the green dot on the peninsula.

| OPTIONAL: Island Outpost                                             [SLT2] |

 See "STL1" first if you've completely skipped this sidequest to now.


 Visit Mr. Day again and talk to him as Lilka. He'll say he wants to bestow
 her with the result of his research, and gives her the [ABILITY: Extend].

 A member (KFHEWUI) has said that you can actually get this ability on Disc 1,
 immediately after finishing Coffin of 100 Eyes. This has been corroborated by
 kyl_77, so there y'go!

| OPTIONAL: Meteorite Crater                                           [MTC1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Fire Rage       |_| Thunderclap  |  _                             |
|       |_| Pitch Dark      |_| Earth Groan  | |_| Troll        425 EXP, 850g |
|       |_| Light Flash     |_| Zephyr Claw  | |_| Mold Gnome   425 EXP, 850g |
|       |_| Snowflake       |_| Water Drip   |--------------------------------o

 To find this large place, go to Sielje's telescope and talk to one of the
 scientists inside. He mentions that the island southwest of the region has
 a big ol' crater made by a meteor. Teleport to Meria and take the hoverboat
 down the eastern continental coastline. The destination is that huge island
 at the very south of the world map. Search inside to find the entrance.


 Enter into the second room (hallway) and jump into the hole you find. Stand
 near the chest across the way and use Pooka to get the [FIRE RAGE] item.
 Jump down to the doorway nearby.

 Take the [THUNDERCLAP] on a lower ledge and go in the door to the southwest
 (on ground floor). It leads to a [PITCH DARK] item. Jump down into the blue
 water and go up the southern part of the room where an [EARTH GROAN] chest
 sits silently. Go up the western slope to exit.

 There is a room with five holes in it here.

                                        "[1]" and "2" lead to nowhere, but
                                        "[3]" leads to that switch platform
              [6]                       you saw earlier. Flip it on to open
  E                                     a door across the room.
 N+S       [5]
  W               [4]                   "[4]" leads to a [LIGHT FLASH] chest
                                        and that doorway you opened earlier.
         [2]                [3]         "[5]" and "[6]" are dead-ends. Up in
                    [1]                 the holes' level, look for an exit at
                                        the south side that leads to a bunch
  of ledges. Jump down from level to level and use Pooka to get a [SNOWFLAKE]
  item. There's also a [WATER DRIP] chest at the holes' level.

 Go back and jump down hole #4 and appropriate the [ZEPHYR CLAW]. Up from the
 Zephyr Claw item is the [MEDIUM: Rigdobrite]. Leave afterwards.

| 46) Grotto of Lourdes                                                [GRT1] |
| ITEMS  _                  _                | ENEMY:                         |
|       |_| Mega Berry     |_| Crest         |  _                             |
|       |_| Big Berry      |_| Lucky Card    | |_| Wise Man     425 EXP, 850g |
|       |_| Big Berry      |_| Mini Carrot   | |_| Voidra       425 EXP, 850g |
|       |_| Main Gauche    |_| Duplicator x4 | |_| Horn Monster 425 EXP, 850g |

 As many of the villagers around the world tell you (Damzen, Holst, etc.), the
 Grotto is a place to learn about the Sword Magess and the world's war. Switch
 the party leader to Kanon in the first room to gain access with the retinal
 scan door. Weird how anyone knows about the place considering only someone
 with Valeria blood can enter...

 Two rooms down, a door opens by itself in the north. Wire Hook along the
 room's sides until you can jump down to the chest, containing Kanon's second
 [TOOL: Rad Blades] inside. Press [] to erase ground damage (lava, poisonwater
 etc.) and allow rapid motion. Direction cannot be changed while doing this,
 however, so make sure you know where you're going; running into stuff stops
 Kanon, obviously. Zoom back to the entrance, re-enter, and blaze straight
 north to the switch that opens the door in the back. Enter, watch some of
 Kanon's flashback, and exit back two rooms. A western door should rise of its
 own volition.

 Skate across the lava then wire-hook through the next abyss-filled area.
 Stand on the belightened platform, watch the scene about Kanon's mother, and
 double-back two rooms to the savepoint area. A doorway in the south opens on
 its own, now.

 Slip-'n'-slide across the lava to one side, not the middle -- you'll fall in
 a water puddle that way (laff!). The next room has a bunch of water and lava.
 On the western side is a Pooka-type chest for a [MEGA BERRY]. Skate towards
 the lever platform, flip it on (might have to touch the lava omg), and keep
 truckin' south. One flashback scene later, return to the save point room to
 find a new door opening in the east.

 Rad-blade it through the lava and get up on the dual chest platform, finding
 the [BIG BERRY] and [CREST] inside 'em. Pooka can get the other [BIG BERRY]
 and [LUCKY CARD] chest. The Lucky Card can be hard to get, though. Once you
 get to the enormous wooden crate in the water, hit the door switch and use
 the Kick Boots on the wall to move south into range. Another flashback and
 retreat to the savepoint lobby, where the last door opens in the west. Don't
 worry about healing up and stuff -- there isn't a boss here.

 Follow to a room with a [BIG BERRY]/[MINI CARROT] chest combo, and use Pooka
 to get the [MAIN GAUCHE] weapon a ways further down. Watch the last flashback
 and Kanon will awaken the [ABILITY: Gat Lv. 3]. Rosenistheman writes in and
 says that there are four [DUPLICATOR]s to be found by jumping down a secret
 passage in front of the Main Gauche chest.


 Teleport to Baskar to kickstart some automatic scenes. Tim volunteers to take
 the will of the Guardians so that they can better understand exactly what is
 happening to the world, and the village chief directs them to the Sacrificial
 Altar. However, no one knows the exact location 'cept that it's by the Urartu
 Mountains. In case you've forgotten, that's near the underground railroad you
 took to get to the Emulator Zone way back when.

 Locating the altar is a little out of the way, but not too much. Teleport to
 Guild Galad and use the hovercraft to get to the peninsula's eastern side.
 Look for a small inlet where a beach is (second beach you locate, probably)
 next to a green dot. It's about due west from the Island Outpost, if you're
 using the world map as a navigation tool.

| 47) Sacrificial Altar                                                [SCF1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Sunbird Hat     |_| Hyper Gear   |  _                             |
|       |_| Stone Drago     |_| Stone Lion   | |_| Gespenst     425 EXP, 850g |
|       |_| Mir Feather     |_| Stone God    | |_| Hydra        900 EXP, 500g |
o--------------------------------------------| |_| Roper        425 EXP, 850g |

 In the second room, use a Hurl Knife to hit a pillar's switch and continue
 to the next floor gap. You'll notice a circular portrait (hubcap? XD) almost
 at floor level...odd. Have Brad kick the pillar it's on to reveal another
 switch, letting you exit once triggered.

 The next room seems like a waste-of-space hallway, yeah? It's not! Look by
 one of the pillars near the exit -- see that in the dark, there's still a
 space to jump? One by the door has a door there. Follow to a stairway, and
 arrive in a room with zodiac symbols on the floor. The plaque says stand
 on the spot opposite the "four eyes" -- so stand on the bowman (Sagittarius)
 one for a few seconds to open the door. Take the [STONE DRAGO] item and warp
 back to the room.

 The next room, get the [SUNBIRD HAT] for Ashley by the barrier lever, which
 you should smack into an 'off' position. By the next abyss, two of the cubes
 at the pillars' base can be moved. Push it into the middle of the gap to make
 a walkway forward. Once that's done, move the other cube into position at the
 missing section of the stairway. Slap the switch, lower the barrier, exit.

 Get the [HYPER GEAR] with Pooka in the next room. Underneath one of the eaves
 of the flat plywood-looking platforms is a doorway. There's another puzzle
 to do here. The plaque says "The path is higher than the evil eye. It severs
 everything. A lower chin-biting steel starts a fire. The leaping flame
 opposes the flow of time splitting open the eye's pupil." You'll notice one
 statue is a bit taller than the rest. Use the stairs to get on one side of
 the room, jump down on the dragon face and then a lower eagle head. Shoot a
 fireball with Lilka at the taller's head to open the door. Take the [STONE
 LION] and warp back two rooms. Exit north.

 Save and continue on. Step on the red switch to move some barriers, then the
 one in a SE corner to move some some more blocks. When you get above a chest,
 jump down and get the [MIR FEATHER]. Reset the second moving puzzle portion
 with the nearby switch, then redo the above to get back on the highroad. You
 need to jump from the overarching bridge onto the floor switch to trigger it
 this time. Proceed into the statue room.

 Near the statue, a little east of it, have Brad kick the two cubes stuffing
 up a passage (easy to miss this!). Follow it to the third and last puzzle.
 Don't let the floor tiles fool you -- they don't do anything. Push the stone
 heads into the water-filled corners to open the door. Get the [STONE GOD] 
 and warp back to the statue. Exit east, up the stairs.

 The light that is "Gaia" says the sky being screwed up is a symptom of an
 invading presence -- "The Other World" -- devouring the planet. Kanon says it
 is "ridiculous" (lol) but it's very true. Physical attacks can't harm this
 "world" because...well, it's a world. Tim gains the [ABILITY: Divide] and can
 cut the enemies' powers in half. Answer the communicator to learn that Marina
 has been abducted! Everyone heads for the chateau.


 It appears Caina is the culprit, still alive from Randolph's magic carpet
 ride through time, and she invites Ashley to the "Lost Garden" on the inland
 sea's lone island.

| 48) Lost Garden                                                      [LTG1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Crest S         |_| Mega Berry   |  _                             |
o--------------------------------------------o |_| Gizmo        450 EXP, 900g |
                                             | |_| Eurynome     450 EXP, 900g |
                                             | |_| Chimera     1000 EXP, 200g |

 Teleport to Valeria Chateau with the TeleportOrb and head onto the darkened
 island right nearby.


 In the second room, step on the red-button tile near the door to raise the
 similar one nearby. Move to the other to make it rise, then exit. Ignore the
 block with a smiley face on it and head east, up the longest passage. There
 is a duplicator chest here containing a [CREST S]! Exit back and take enter
 the shorter hallway's point.

 You'll have to leave a "mental jammer" in the green circle due to Randolph
 the Magic Key's powers and stuff. You'll need Ashley later on, so leave s/he
 who you don't really need. Kanon's a good choice here. Pick someone and go
 through the newly-opened exit.

 Two rooms later is another red-button puzzle. Jump on the lowered red one to
 get across, first of all. You'll see a lone blue one off the path -- jump on
 that one. You'll be able to proceed across the two blues side-bye-side now.
 You'll have to leave another mental jammer -- I chose Lilka, 'cause Tim can
 cover most healing expenses.

 Step on the lone red block already sunken into the floor by the entrance and
 jump onto the three red blocks next to each other. When you get to the third
 of the red ones, go west to the other red, rise up, and move to the exit.
 Two rooms down is another puzzle.

 Jump on the red block already sunken into the floor, then move to the chest
 with the [UPGRADE: FantomFang] for Ashley. Exit to the west. Leave another
 mental jammer here -- Brad is a good choice. Leave again.

 Save here if you want, and continue to a room with moving platforms. Step
 on the circling platform that has the blue tile on it (jump on that) and
 wait until it's at the western part of the room. Jump onto one of the blue
 blocks, step on another blue block, then step on the lone red block. Bum a
 ride on the moving platform again and step onto the row of red blocks. The
 second moving platform coasts by here, so jump onto it when you can. Use it
 to gain access to the western door containing a [MEGA BERRY], then the south
 door to exit. Leave the last party member who IS NOT Ashley here and make
 like a tree.

 This leads to another multi-block room. Jump on the lone red one near the
 "carved challenge" and go down the red-blue-blue-red aisle to a green block.
 Go back to the other green block, step on it, use Hurl Knife to hit the
 switch, then continue south.

 After a scene involving Caina and Marina, Ashley fights Caina as...as...
 Overknight Blazer! Yeah, his shiny gold paint is cool.

   BOSS: Special Cocytus Squad Member Caina

         Caina ~ HP: 17000  EXP: 7500  GELLA: 7500  DROP: War Respite


     Attack ---------> No damage......
     4D Hypo Blast --> Weak damage to ally (~600)
     Gate of Isolde -> Weak damage to ally (~300) + % statuses?
   ASHLEY: Lv. 32

   You'll notice Ashley now has some new special attacks -- Gun Blaze and
   Last Burst. Last Burst does a lot of damage but leaves Ashley with 1 HP,
   so make sure you know he'll do a coup d'etat that turn or he'll get his
   rear end kicked (most likely). Anyway, Ashley should have 4000+ HP by
   this point and Gate of Isolde doesn't seem to inflict any status effects
   in this state, so there's no reason Ashley should be dying here. Just
   use Hot Fencer repeatedly and knock this goofball out of the park.

 Afterwards, Caina meets her end and Marina is upset with Ashley because he
 can...uh, well, transform into an ugly-looking monster. >=p

| 49) Valeria Chateau                                                  [VLC3] |

 NOTE: If you save onboard, you will NOT have a chance to restock supplies or
       any of that stuff.


 Meanwhile, in Sielje, the astronomers see what appears to be the Nuclear
 Dragon Grauswein in the stars. Seems that nuclear landing pad Odessa set up
 is actually gonna work... A meeting of the nations sees that Grauswein will
 need to assimilate high-energy sources before exploding, which means they can
 possibly lure it to where they want it to go. Guild Galad's factories will be
 the hook while ARMS goes to meltdown the ol' draggy. Irving forbids Ashley
 from participating, though, due to his "fury". Go to Erwin in the cockpit and
 tell him want to go to Grauswein's droppoint when ready.


   BOSS: Nuclear Dragon Grauswein

         Belly ~~~~~ HP: 8000  EXP:  5000  GELLA: ----  DROP: -----
         Grauswein ~ HP: 8000  EXP: 10000  GELLA: ----  DROP: -----


     Attack ---------> No damage...
     Meltdown -------> Med. damage to allies (~ 800) + % poison, paralysis
     Killer Maser ---> Med. damage to allies (~ 800)
     Counterattack --> No damage...
     Nuclear Sphere -> High damage to allies (~1700)
   TIM  : Lv. 32
   BRAD : Lv. 31
   KANON: Lv. 31
   LILKA: Lv. 31

   Suggested party is Brad/Lilka/Tim here, with the latter two having to
   heal every round since Nuclear Sphere is often spammed. Counter it with
   Mystic+Big Berry when you need to. It's incredibly easy to store up FP
   on everyone since its attacks are mainly hit-all, so use Mystic like no
   tomorrow (Divide does NOT work, btw). Everyone is faster than the nuke
   dragon, so you shouldn't have any healing problems, hopefully. Use the
   Live Horn to heal if you can, since when the belly is dead, Grauswein'll
   start using Meltdown -- equip Lilka with the Blue Anklet to protect from
   paralysis. Armor Down does work here! Lock On + Rail Gun is a good way
   to finish this, if you can. Steal the Bullet Load if you can.

   NOTE: Try to take the Blue Anklet off before the end of battle!!!!

 After defeating the thing, Irving says Grauswein is accelerating its nuclear
 reaction. He's prepared to sacrifice the chateau if it'll save Filgaia. But
 Ashley is no longer in his room...

   BOSS: Nuclear Dragon Grauswein

         Belly ~~~~~ HP: 8000  EXP:  5000  GELLA: ----  DROP: Full Carrot
         Grauswein ~ HP: 8000  EXP: 10000  GELLA: ----  DROP: -----


     Attack ---------> No damage...
     Meltdown -------> Med. damage to Ashley (~ 700) + % poison, paralysis
     Killer Maser ---> Med. damage to Ashley (~ 700)
     Counterattack --> No damage...
     Nuclear Sphere -> High damage to Ashley (~1600)
   ASHLEY: Lv. 32

   Ashley solo battle, but he's in shiny-gold Overknight Blazer form. Since
   he starts in the form, it means he can immediately begin walloping the
   dragon without FP building up. And boy will he do a lot. Use Gun Blaze 
   here, which does twice as much as Hot Fencer. Ashley'll also be faster
   so don't worry about anticipating healing -- still, if you fall below
   2000 HP, using a Big Berry would be wise. Also remember that using the
   Final Burst attack does major damage but leaves Ashley with 1 HP -- do
   not use it unless victory is assured. Meltdown can inflict its statuses
   freely here since you can't equip anything in this form -- if you had
   the Blue Anklet equipped before for some reason, that will help quite a

 Touching scenes ensue...


 Irving reports to the nations that Grauswein bit the big one. Guild Galad
 Master reports that, in fact, all of the dragons may not be gone. There's a
 legend in his area that Lombardia, the Dragon Caliber, and last Dragon once
 ruled the skies. If ARMS can possess a dragon of equal power to Grauswein,
 then they might be able to match any Grauswein Jrs. that fall from the sky
 at some point. The "Sleeping Volcano" just might be the best place to find
 one, since they feed off magma. It's near Raline Observatory.

 REMINDER: Reload ammunition + fill in PSS skills + buy equips in Guild Galad!

 You should already know how to get to the observatory, but in case you've
 forgotten, use the Live Reflector near Sylvaland Castle and select 'Dragon
 Vein' as the destination. The green dot pinpoints the location near a long-
 -dormant location.

| 50) Sleeping Volcano                                                 [SPV1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Moon Pin        |_| Full Revive  |  _                             |
|       |_| Mega Berry                       | |_| Geag Mantis  450 EXP, 900g |
o--------------------------------------------o |_| Salamandra   450 EXP, 900g |
                                             | |_| Dendrobium   450 EXP, 900g |

 Continue north into the second room and you'll find some black natural gas
 spewing up. The sign says its flammable, so use the Fire Rod on it to break
 the rocks nearby and leave into the third room. Welcome to lava land!

 Use the Rad Blades to skate north through the lavaflow by where you enter to
 find the [UPGRADE: Mini Scud] for Brad and exit to the west. Blow up the
 steaming pile of natural gas to lower a section of cliff and exit back one
 room. Rad-blade south through the 'flow to the exit. The next room has a
 [MOON PIN] for Lilka, and the room after has the save point.

 Use the next room's natural bridge to get back to a "gassy" overlook. Fire a
 flamin' fireball at the gas across the way to lower another section of the
 cliff. Double-back to the previous room and exit in the south. Take the path
 through here and get the [FULL REVIVE] and [MEGA BERRY] in the adjacent. Exit
 by that last chest.

 Blow up the gasworks here and walk across the flat cliffs (result of all your
 destroy-everything method from before) and inspect the monolith that says the
 path of destruction will open the way. Blow it up (XD) to release another gas
 spout and that will lower the path to the secret entrance.

 The party asks Lombardia for help who refuses until they say there's still a
 chance to save Filgaia. It agrees, but only on one condition: kick its behind
 like no tomorow! Well, not in those words...

   BOSS: Dragon Caliber Lombardia

         Belly ~~~~~ HP: 8000  EXP:  5000  GELLA:  5000  DROP: Full Carrot
         Lombardia ~ HP: 8000  EXP: 10000  GELLA: 10000  DROP: -----


     Attack -----------> No damage...
     Counterattack ----> No damage...
     Dragonic Blaster -> Med. damage to allies (~800 to ~1700)
   TIM   : Lv. 33
   BRAD  : Lv. 32
   KANON : Lv. 32
   LILKA : Lv. 33
   ASHLEY: Lv. 33

   This boss is a definite letdown from the dual Grauswein battle, mostly
   because it relies on physical attacks and Dragonic Blaster does crappy
   damage...until you defeat the Belly, at which time it does double that!
   Lilka's Mystic can cover the damage, though, so it's not much of an edge
   to fight against. Try to steal a Bullet Load from the old gal.

 Lombardia honors her promise to help ARMS, saving 'em before the volcano can
 explode up in their faces. Hooray for...uh, yeah.


 Irving, after hearing Lombardia's tale of the encroachment upon the Dragons'
 universe, says that the conceptual world is the "Kuiper Belt," the birthplace
 of comets. Valeria theorizes that if the "life" could be put in a "vessel,"
 it could be disposed of and combatted. Mana is released from raypoints, and
 if it can be shaped into an artificial life form, the encroachment might be
 able to get stuck in its web. It'll then live in the Trapezohedron, the
 prison. There are four raypoints scattered around the world.

 | LOMBARDIA CONTROLS |  There are various clues around the world as to their 
 o--------------------o  locations, it seems. 
 |                    |
 | X..........forward |  As for Lombardia as the new aircraft, it can only go
 | L1/R1.........turn |  where Ashley can walk, meaning it can't land on some
 | U/D.......altitude |  water or a mountain, or in forests/rocky areas. Use
 | O.............land |  the O-button to disembark wherever; X is liftoff.

| OPTIONAL: Palace Village                                             [PLC1] |

 Palace Village is on the gigantic island in the northeast of the map, a spot
 ARMS hasn't been able to land before. Check out the green dot on the plain to
 locate it. In case you've gone senile, there is one town in the game that has
 not been featured since the prologues, and that's Lilka's. =p

 | PALACE VILLAGE WEAPONS |  The village has a great selection of equipment,
 o------------------------o  all of which is better than the party's current.
 |                        |  Giving precedence to Lilka/Tim is good here, but
 | Sonic Burst.......6800 |  if you've been stockpiling your gella in miser-
 | Cloth Coat........7200 |  -like fashion, buy everything here. Item shop's
 | Bow Parasol.......6200 |  the same as always, but you knew that forty-five
 | Shiny Cape........6800 |  hours ago, yeah?
 | 100 Knuckle.......6300 |
 | Breastplate.......7200 |
 | Holy Staff........7500 |  'Sides that, there isn't any thing to do here.
 | Safe Bolero.......6800 |  The chief says that there's a place where flame
 | Bright Edge.......8000 |  was once worshipped to the north, but you already
 | White Chest.......6500 |  spotted the green dot out there, I warrant. 
  Still, talk to the villagers as Lilka to hear some good reminiscing dialogue
  about before. =)

| OPTIONAL: Guild Galad                                                [GLD2] |
| ITEMS                                      |
|       For previous items, see section GLD1 |

 Rather short section, but if you talk to Noel he'll bestow upon Ashley the
 last force [ABILITY: Full Clip]. Its power varies depending on the rounds in
 his ARM, but using it expends ALL of the bullets in it, so use with caution!

| OPTIONAL: Crimson Castle                                             [CRM1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| War Respite     |_| War Respite  |  _                             |
|       |_| War Respite     |_| War Respite  | |_| Mystere     500 EXP, 1000g |
|       |_| War Respite     |_| War Respite  | |_| Red Barney  500 EXP, 1000g |
o--------------------------------------------o |_| Bodysnatcher500 EXP, 1000g |
                                             | |_| Vermillion  500 EXP, 1000g |

 South of Guild Galad, and easily visible, is this castle made of...well, go
 inside to find out. If you've been wondering if there's a secret character,
 well, there is! Watch out for the Red Barney enemy, though, which can eat
 some (1/10?) of you gella!


 Before you start the main stretch, go into the first room and take the west
 stairs into a room; take the balcony's door. From here you can get to chests
 containing two [WAR RESPITE]s. You'll have to get one at a time, though. 


 To start with, go up the stairs and take the east door. Follow it north one
 room and then take the stairs to a west door. You'll see two chests but do
 not descend yet; enter the doorway nearby and get the two [WAR RESPITE]s.
 Now, return and jump down to the two chests for two more [WAR RESPITE]s. Exit
 west, then south to find another stairway. Go up to find some levers that'll
 lower the barriers nearby. Flip the eastern of the two switches to lower one
 barrier. Go back two rooms and enter the newly-available door.

 There's a long hallway and two doors in the north -- take the one in the
 small corridor. When you get to some massive stairs, detour to a sideroom in
 the west where there's a barrier-lowering lever. Flip it, return to the last
 room, proceed north a bit to find another sideroom to the east -- there's a
 savepoint there. Return to the long hallway and take the northernmost
 sideroom across a bridge, to the western side.

 In the first corridor on that side, take the eastern sideroom to another
 barrier-lowering switch. Go south a room and exit into another stairway'D
 hall. Take the side door nearby to a bridge with the third and last barrier-
 -lowering switch. Return to the eastern side, now, continue south through 
 the massive stairway into the two-door corridor. Take the /other/ entrance
 this time.

 Head due north over the three lowered barriers. Continue downwards and read
 the funny signs that are "frought with warning" and stuff. At the bottom of
 the staircases, approach the coffin to find...MARIVEL! She makes good on
 Ashley's promise to join up (remember Memory Maze) when the time is right,
 and joins with the [TOOL: Electel]. Use the [] button to zap things in front
 of her. She also upgrades the Map Scope "out of pity," allowing the images
 to be projected directly into the retina. Meaning? The map is visible even
 when moving now.


 You can also get Marivel's second skill here. From the first room, take the
 eastern stairtop exit and follow it to a dead-end room with library books in
 it. By the doorway is an Electel slot, and if you zap it, it demolishes part
 of the wall. Follow the staircase to a floating vail to have Marivel learn
 the [ABILITY: Asgard]. It's a modified Type '3' heavy armor attack Golem one
 uses to crush enemies.

 REMINDER: Upgrade Marivel's PSS skills! She doesn't have a single one set in!
 Also, her Electel's needed also get a couple items back at Thunder Lion Cage.

| OPTIONAL: Werewolf's Den                                             [WWF1] |
| ENEMY:                          |
|  _                              |
| |_| BlackSabbath 500 EXP, 1000g |
| |_| Amon         500 EXP, 1000g |

 Fly Lombardia southeast of Guild Galad and look for a small beach on the east
 side of the peninsula. The one just south of there has the Sacrifical Altar,
 so look for a green dot north of there. (Also, LOL @ BlackSabbath enemies.)

 The second area is pitch-dark. The enemies aren't particularly hard, but the
 Gaze Mirror accessory (petrification-proof) is very useful here. Here's how
 to navigate this place:

 1st Room = Go south
 2nd Room = Go north (use Bombs to open stuffed-up door)
 3rd Room = Blow up part of SW wall

 In a fully-lit room, now, jump down onto the floor glyph. A rather funny
 "Voice from Nowhere in Particular" speaks up and asks you to say the Guardian
 of Desire's name. Write in "Lucied" in the text box and Ashley will warp out
 somewhere. Lucied questions Ashley for a moment and then Ashley wil gain the
 [ABILITY: Mad Lucied] to be used in Knight Blazer form -- it replaces Hot
 Fencer from now on, actually.

 Backtrack out. =p

| OPTIONAL: Good Luck Zone                                             [GLZ1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Crest           |_| Texas No.    |  _                             |
|       |_| Amulet                           | |_| Golpa       500 EXP, 1000g |

 Talk to Merrill (as Brad) in T'Bok to learn that there's a good-luck spot on
 the southereastern coast. Fly to the green dot that's shown up and you'll see
 a special key is needed to open the doors. What to do! The answer lies in the
 enemy Golpa that appears here -- steal a "Secret Key" from it! You probably
 notice they have a key in their hand on their sprite.

 Once you have one (not expendible), start opening the doors. One contains a
 [CREST], another the [TEXAS NO.] for Ashley, a third the [AMULET]. The last
 door cannot be opened by anyone who does not have the "BEST" luck status, so
 equip that Amulet on someone with "GOOD" status to boost 'em into that range.

 Approach the floating monolith to get the golden [MEDIUM: Chapapanga]. Leave
 after you've gotten it.

| OPTIONAL: Pirate's Warren                                            [PRT1] |
| ITEMS  _                   _               |
|       |_| Crest E         |_| Talisman     |
|       |_| Elven Boots     |_| Kid Gloves   |
|       |_| Elven Cloak     |_| Ambrosia     |
|       |_| Power Boost                      |

 First off, it would do you right to get a bunch of Duplicators, by either 
 finding them on the world map with Kanon's radar eye or stealing them from
 the monster "Babalou" on the Meteorite Crater dungeon's isle -- southernmost
 on the world map. 

 Anyway, once you've got the wings of Lombardia, fly to the easternmost
 island, near the dark-colored patch where you've found D. Pillar Ptolomea.
 The warren's there for the taking...or at least that's what you'd think. See,
 every chest here is locked by magic and you'll need a Duplicator to get
 inside. Here's the layout:
       |  7  |        1 = [CREST E]         The "Crest E" casts the engraved
  ____ |_ _ _| ____   2 = [TALISMAN]        spell on it at half MP, so this
 |    |  | |  |    |  3 = [ELVEN BOOTS]     means you get get Hi-Heal/-Revive
 | 3  |  | |  |  6 |  4 = [KID GLOVES]      at an all-time low. The "Talisman"
 |    |  | |  |    |  5 = [ELVEN CLOAK]     restores HP each turn.
 | 2  |  | |  |  5 |  6 = [AMBROSIA]
 |    |__| |__|    |  7 = [POWER BOOST]     The "Elven Cloak" extends a cancel
 | 1   _______   4 |                        period when worn, which I guess
 |____|       |____|                        relates to Dan Diaram's guardian
                                            ability 'Move Canceler.' 

 You can't get #7 until you've gotten Ashley's last tool, the Flare Gun, in
 the penultimate dungeon, Spiral Tower. I'll remind you about coming back
 here when the time comes.

 When you get the Flare Gun, go down the middle walkway and fire the tool up
 at the dragon's-head statue. It'll open the door and you can find the last
 chest...but not before you fight a rather weak _OPTIONAL_ boss.

   BOSS: Monster Battleship Gatlorg

         Gatlorg ~ HP: 75000  EXP: 50000  GELLA: 75000  DROP: -----


     Attack ------------> No damage...
     Deadly Poison -----> Med. damage to allies (~1000) + % I. Death, poison
     Poison Bubble -----> Med. damage to ally   (~ 800) + % poison
     Bubble Cluster ----> Med. damage to allies (~1300) + % Disease
     Whole-Body Attack -> High damage to ally   (~2000)
   TIM    : Lv. 44
   BRAD   : Lv. 44
   KANON  : Lv. 44
   LILKA  : Lv. 44
   ASHLEY : Lv. 44
   MARIVEL: Lv. 43

   Equip the Full Libra (if you've already been to Glaive le Gable) on Tim
   and the Hazel Sprig on someone else. This takes care of the the Disease
   status; give Ashley the Zephyr Medium, too, 'cause he'll need to use 
   Force Charge until he can transform. It's not that imperative, but there
   is two reasons for going for a quick change. One, cartridges and regular
   attacks often miss (w/o Lock On); Two, it's weak to fire-elemental stuff
   and Gun Blaze (18000+dmg) mows this thing down like pigeon grass. Beside
   that, this guy can't really muster up any hard attacks -- use a Lucky
   Card when the chance arises. Doesn't take much to put this squidlarkin
   into a bodybag.

   Lightning attacks also work, if you want to "Shoot Item" the Thunderclap
   you've hopefully got in the Meteorite Crater.

| 51) Raypoint Flam                                                    [RYP1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| RES Apple       |_| SOR Apple    |  _                             |
|       |_| VIT Apple       |_| STR Apple    | |_| Gigaflame   600 EXP, 1200g |
|       |_| Gimel Coin      |_| Holy Tablet  | |_| Haborym     600 EXP, 1200g |
|       |_| Gauntlets       |_| Crest        | |_| Efreet     1000 EXP, 1500g |
|       |_| Lucky Card      |_| Blue Blazer  | |_| Devonova   1000 EXP, 2000g |
|       |_| Pulbo Calbo                      |--------------------------------o

 Why do this one first? Because it gets Lilka a new tool, which leads to a
 sidequest being finished that you'll want to do. Anyway, to find this place,
 go to the large talon-shaped island in the northeast of the world to find an
 enclosed town (Palace Village) near the raypoint, which is on the nearby
 ridge. You can find it no strings attached.


 In the first room, jump over the orange cubes to get the [TOOL: Change Rod]
 for Lilka. Use the [] button to shoot magic bullets that change gems into
 blocks and vice versa. Change the orange cubes and use the Wire Hook to get

 Follow two rooms down, to a pillar room with four floor candlesticks. Light
 the red ones with the Fire Rod and exit. See the switch down on the ledge's
 underside? Fire a Change-rod bullet across the row of gems nearest the ledge
 to make a solid block above it. Get the [RES APPLE]/[SOR APPLE]/[STR APPLE],
 and [VIT APPLE] chests nearby and get through the other row of gems to the
 opposite walkway. Hurl a knife at the gem above the switch to make the door
 open -- but don't go in yet. Instead, go up the far-off stairway which leads
 to the pillar room's bounty -- a [GIMEL COIN]. NOW, go in that ignored door.

 There are some more floor candlesticks here. To light 'em, use the Flame
 Rod on all of them, then use the Freeze Rod on the brown ones. In the next
 pillar hallway, use the Change Rod to stuff up the corridor; then, walk on
 the cubes to the [HOLY TABLET] accessory.

 Blue candlesticks adorn the next locked-door area. They flicker out after a
 time, though, so light the one high up and jump down to get the other two en
 masse. In the stairwells adjacent, change the gems into cubes, then walk to
 the [GAUNTLETS] accessory.

 Six more blue candlesticks are in this room in a circular fashion. You can't
 light two at once, so stand in the center and fire 'em off. There should be
 just enough time for you to light them all (w/o misses) to get all of them.
 At that point, they disappear and the door-in-the-floor opens. =)

 Heal up, go downstairs, and approach the...uh, thingy.

   BOSS: Spriggan Flam Knight

         Shield ~~~~~~ HP: 9000  EXP:  6000  GELLA:  6000  DROP: Mega Berry
         Flam Knight ~ HP: 9000  EXP: 12000  GELLA: 12000  DROP: Tiara


     Attack --------> No damage...
     Blade Arm -----> Med. damage to ally (~1000)
     Hi-Barrier ----> Increases DEF/MGR on target (self)
     Mirror Coat ---> Gives 'Reflect' status to self
     Caloric Nova --> HIGH mgc-fire damage to allies (~2000)
     Counterattack -> No damage...
   TIM    : Lv. 34
   BRAD   : Lv. 34
   KANON  : Lv. 34
   LILKA  : Lv. 34
   ASHLEY : Lv. 34
   MARIVEL: Lv. 34

   It's mostly easy going, but since it loves Mirror Coat, avoid using any
   offensive spells. Because of its own buffing and its nonexistant phys.
   attacks, this leaves much time to heal up. However, it would be in your
   best interest to damage both parts evenly because when the Shield's done
   with, it brings out the big guns -- Caloric Nova. Unlike incarnations a
   few previous bosses have used, this elemental baddie can bring the smite
   power so switch to Lilka and use Mystic to avoid getting deep-sixed. Use
   Access form or a Schturdark summon for an easy(er) win.

 Save and head into the next lava-filled room. Tiny fireballs jump the path
 like they were in a Mario game, so avoid 'em with ease. When you get to a
 t-junction, there are some candlesticks. Light the red ones (go NW diagonally
 for the western one) to make 'em disappear. There is a chest in the west with
 a [CREST] in it -- use Pooka to claim it.

 Heading east through the change-block passage is another lava room. Start
 lighting the red candle-holders and get the Pooka chest with a [LUCKY CARD]
 inside at the SW corner. There are three of those candlesticks, and when you
 get to one where you have to light a brown switch, you can remedy the error
 by shooting a frozen projectile diagonally (NE) at it. Then, enter in the NE!

 In the following corridor there is chest with three candlesticks around it
 (i.e. you can't get it). Light the red one down the path to open the exit
 door, then go back and get that chest for a [BLUE BLAZER]. The following room
 has a [PULBO CALBO] weapon for Lilka, which one gets by rad-blading across
 the lava. Follow the long eastern passage to a bridge.

 There are eight blue candlesticks here, and since you're familiar with the
 extent of the Fire Rod's range (~4), stand between the fourth and fifth and
 fire at the a 'ball down the two segments. You may have to adjust the screen
 a bit to view the far-off candlesticks, but it'll work out.

 Lilka meets with the raypoint's flame spirit, and after a little affirmation,
 her magic does the trick and releases the mana. This also awakens "future
 possibilities" in Lilka, giving her the [ABILITY: DualCast]! This will allow
 her to activate two crest sorcery commands consecutively, and may even make a
 new magick! :o

 And, that's all there is to do here.

 REMINDER: Reload ammunition + fill in PSS skills + buy equips in Palace Vllg!

| 52) Raypoint Wing                                                    [RYP2] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Shellwind       |_| Fate Staff   |  _                             |
|       |_| Moon Piece      |_| Star Piece   | |_| Gigacloud   600 EXP, 1200g |
|       |_| Cloud Piece     |_| Sun Piece    | |_| Briareos    600 EXP, 1200g |
|       |_|                 |_|              | |_| Typhon     1000 EXP, 1500g |

 This dungeon is floating in the air, so you'll have to keep an eye out for it
 like you did with the Heimdal Gazzo. Anyway, it's got no stealth wizardry so
 just fly west of Sylvaland Castle to find it.


 In the first actual room, use Air Ballet to twirl the walkway plank into a
 horizontal position. Next door, use Air Ballet again, then throw Pooka at the
 alcove's chest for the [TOOL: Mist Cloak]. It turns his being into mist for a
 moment and can travel through the air some. Obviously, this is useful when 
 spanning gaps, as well as passing through mesh-wire fencing. Float to the
 ledge nearby, use Air Ballet, then float back to the horizontal plank.

 Two rooms down is a long gap and a wall vent. The plaque alludes to what you
 have to do -- stand on the ledge in front of the gap and use Mist Cloak to
 blow him across. The next room's a bit different.

 There is a four-vent opening and some alcoves around it. By default, it goes
 to the east where there is a plaque you can read (Wire Hook back). Outside
 the room is a weathervane that can be spun with Air Ballet. Whichever way the
 chicken figure points, the /opposite/ direction's vent will work.

 So, make the weathervane point north and go into the southern alcove for a
 [SHELLWIND] armor. Point it east and get the west alcove's [FATE STAFF].
 Finally, make it point south and take the vent north to the door. Heal up
 and approach the northern doorway to be...SURPRISE'D...well, not really. We
 all knew this was comin'.

   BOSS: Spriggan Wing Knight

         Shield ~~~~~~ HP: 9000  EXP:  6000  GELLA:  6000  DROP: Mega Berry
         Wing Knight ~ HP: 9000  EXP: 12000  GELLA: 12000  DROP: Nisaba Wing


     Attack ---------> No damage...
     Blade Arm ------> Med. damage to ally (~800)
     Hi-Barrier -----> Increases DEF/MGR on target (self)
     Mirror Coat ----> Gives 'Reflect' status to one part
     Counterattack --> No damage...
     Spiral Typhoon -> HIGH wind damage to allies (~2000)
   TIM    : Lv. 35
   BRAD   : Lv. 35
   KANON  : Lv. 35
   LILKA  : Lv. 35
   ASHLEY : Lv. 35
   MARIVEL: Lv. 35

   Same sprite, same parts, same strategy -- you knew that much, probably.
   Again, weaken both party simultaneously (AM Cluster, etc.) because when
   the Shield's gone, it'll break out Spiral Typhoon, although maybe not
   every turn. Summon Grudiev if you want a good time here.

 Equip the Nisaba Wing on Tim and save, then go north. Stand on the vent and
 get rocketed vertically. There are five doorways around here: two left, one
 middle, and two right. Take the lower-left (SW) first.
                  ____                                ____
                 | NW |_______     ______     _______| NE |
                  ----------. |___|MIDDLE|___| .----------
                  __________| |¯¯¯¯¯¯||¯¯¯¯¯¯| |__________
                 | SW --------'              '-------- SE |
                  ¯¯¯¯                                ¯¯¯¯


  There are three vents here, a Wire-Hook moor and a button. Outside, turn
  the weathervane in any direction to turn the default vent off. Use the Mist
  Cloak to get to the button, making the rotatable plank go vertical. Return
  to the weathervane and put it at a south-facing stance. Use the vent to blow
  across to the isolated platform, then mist-cloak to the upright plank. From
  there, get to the alcove where the [MOON PIECE] item is. Fall in a hole to
  have Tim reset and leave the area for the northwestern of the five doors.


  Hit both planks to make them horizontal and use the Mist Cloak to cross near
  the door. You have to Mist-cloak to the door platform on that thin stretch
  of plank near the wall (side away from entrance). On the terrace is a nice
  chest with the [STAR PIECE] inside! Yes, that's all. Double-back to the room
  and Mist-cloak off the plank to the doorway's strip.


   You'll see a chest here on top of a stone block. What you may not have seen
   is that this room has another entrance. Go around the side of the building
   to get in from a higher vantage point. Use Air Ballet on the stone block
   and Pooka to get the [CLOUD PIECE].


  This one can throw a guy for a loop, but it has an easy solution. From the
  switch, Mist-cloak to the upright platform...then jump onto one of the li'l
  pillars beside it. Use Air Ballet to flatten the thing out. Outside, there's
  a [SUN PIECE] waiting for you.

  So why so "hard"? If you flip the plank beforehand, the switch defaults its
  position so it can be a bit of a brainbuster. With all four pieces in hand,
  set out for the middle room.


  Those four holders on the ground aren't for lighting, as you'll see when you
  inspect them. The plaque gives a vague hint as the order of the pieces, but
  if you want the shortcut (from north to south):

  Cloud -> Moon -> Sun -> Star

  The "sea of wind" is the cloud and the "stars" is the Star Piece, so the
  journey the plaque speaks of is going from nearest to farthest. Duh, right?
  Beyond is the wing raypoint and after some soul-searchin', it gets liberated
  by Tim. Hooray for him, 'cause he's got the [ABILITY: Hi-Combo] now!

  ...Don't do drugs! >=p

| OPTIONAL: Odd Headquarters                                           [DDH2] |
| ITEMS  _                   _               |
|       |_| Odd Sandals     |_| Scapegoat    |
|       |_| Teddy Bear                       |

 You were here before but couldn't do anything, remember? Well, once you have
 Marivel, go downstairs and use the Electel tool on the robot...who'll then
 welcome you to the Black Market!

 o--------------------o  There's a treasure trove of good curative items here
 | BLACK MARKET WARES |  and since you opened this, you don't have to go and
 o--------------------o  Pickpocket or wait for them to be dropped! Buying 
 |                    |  all the Big Berries and Mini Carrots is a good idea
 | Heal Berry......20 |  since you'll be needing those the most.
 | Big Berry......200 |
 | ReviveFruit...2000 |  And, if you have completed both Raypoint Flam/Wing,
 | War Respite...5000 |  you can go into the back room. First, use the Change
 | Mini Carrot.....50 |  Rod on the gems and Mist-cloak through the fence up
 o--------------------o  on top of the orange cubes.

  From there, throw a diagonal Hurl Knife to hit the lower switch, opening a
  switch nearby. Mist Cloak to it to drop a treasure chest containing the
  [TEDDY BEAR] accessory, which stops luck from dropping at an inn.

  And, if you were wondering what those two duplicator chests were up on the
  B1 floor, it's an [ODD SANDALS] and [SCAPEGOAT]. Get 'em if you have the
  required items.

| OPTIONAL: Promised Catacombs                                         [PMC1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Ebony Shade     |_| Crest        |  _                             |
|       |_| Mecha Boost                      | |_| Agawogdent  750 EXP, 3000g |
o--------------------------------------------o |_| Mycale      500 EXP, 1000g |
                                             | |_| Scarecrow   500 EXP, 1000g |

 To locate this place, have Marivel (as party leader) go to the Meria Boule
 library and look for the book that talks about a Crimson Noble Sanctuary.
 This tells of a place on an "island south of masterless castle." Where's a
 masterless castle? It must mean south of Slayheim or something, because the
 destination is located on that large island in the southwest of the world
 map. Land in the heavily forested region and run to the other side of the 
 isle for the castle.

 Use Mist Cloak to get to the dual stairway, and use the Electel tool to zap
 the lightning bolt icon on one of the stairtops. Two rooms later, open the
 chest for Marivel's second [TOOL: Windup Key]. Pressing [] throws spring
 coils out in front of you; certain blocks will have certain results. Throw
 the windup key at the smiley-face block (where have we seen one of these...?)
 to turn the rotator bridge.

 Get the [EBONY SHADE] armor for Marivel and go east. There is a darkened
 walkway here, but if you use the Windup Key on the block, it will make a path
 through the tangible part. Just follow its lead to get through, and if you
 happen to fall, the room only partially resets. When you get to the end, the
 Mist Cloak is needed. Get the [CREST] and [MECHA BOOST] chests before turning

 In the coffin-filled room, use a Duplicator on the red door to find the lost
 [MEDIUM: Dan Dairam]! Two rooms down, to the north, a scene involving Marivel
 and her parents plays. <3

 Then, it's back out.

| OPTIONAL: Lost Garden                                                [LTG2] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Duplicator      |_| Crest        |  _                             |
|       |_| Full Revive     |_| Mecha Boost  | |_| Gizmo        450 EXP, 900g |
o--------------------------------------------o |_| Chimera     1000 EXP, 200g |
                                             | |_| Eurynome     450 EXP, 900g |

 Now that you've got Marivel's Windup Key tool, you may remember that there
 was a smiley-face block back in this dungeon (in the third room). Use it on
 said cube to open the long-locked door nearby. Inside is a [FULL REVIVE], a
 [DUPLICATOR], [CREST], and [MECHA BOOST]. Oh, and the [TOOL: My Mike] for

 Her third tool unleashes a beautiful song and forces hidden monsters to
 fight. What are hidden monsters? They're the ones that can be found in those
 twirling triangular prism things, like the one in Halmetz, Mt. Chug-Chug,
 etc. It can't be used on the field, obviously, since the [] button is already
 used for the search function.

 Anyway, leave right this instant, young man/lady!

| OPTIONAL: Lost City Archeim                                          [LCH1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Life Orb        |_| Scapegoat    |  _                             |
|       |_| Big Berry       |_| Big Berry    | |_| Dust Man     325 EXP, 650g |
|       |_| Silver Circ     |_| Full Revive  | |_| Reanimator   325 EXP, 650g |
|       |_| Ambrosia        |_| War Respite  | |_| Evil Dead    325 EXP, 650g |

 If you recall earlier (in Diablo Pillar Judecca section), I mentioned a door
 that opens with a duplicator. Well, I didn't forget about it -- just didn't
 want you to waste one opening it. :p

 Go back in that east room and open it to find some chests, crates, and a mesh
 fence. Now that you have the Mist Cloak, you can get the two items, being a
 [LIFE ORB] and [SCAPEGOAT]. Inside the crates are two [BIG BERRY]s and and
 [SILVER CIRC] for Kanon.


 If you come back here when you get the Earthquake, you can demolish the three
 chests in the northern building's west wing, getting a [FULL REVIVE], an
 [AMBROSIA], and a [WAR RESPITE]. I'll refer you back to here when that time

| 53) Raypoint Geo                                                     [RYP3] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| War Respite     |_| War Respite  |  _                             |
|       |_| War Respite     |_| War Respite  | |_| Gigapoison  600 EXP, 1200g |
|       |_| STR Apple       |_| SOR Apple    | |_| Alligatiger 600 EXP, 1200g |
|       |_| RES Apple       |_| VIT Apple    | |_| Atlas      1000 EXP, 1500g |
|       |_| Cromwell        |_| Giant Fist   |--------------------------------o

 This location is on the island northeast of the Island Outpost; or, if you've
 not been there yet, southeast of Guild Galad. It's a big, circle-shaped isle
 so it's pretty easy to find. Land on its mount, search, enter. Accessories
 that protect against petrification are useful here.


 Enter the second room to find an open/closable barrier and a special switch
 (as the game calls it). Bomb it and Dash through the five barriers -- you're
 on the clock, with about five or six seconds to complete the run. From the
 next stairway, use Pooka to get Brad's third [TOOL: Earthquake]. Use the []
 button to send shockwaves around the room and shock the foundation, breaking
 any cracked walls or crates. Jump down the ledges to the eastern doorway.

 There are some hanging swings here, so use Earthquake to shrug their inertia
 off -- exit to the east. In the adjacent room, the southern statue's shadow
 swallows the [UPGRADE: Sky Eye] cartridge for Brad; go north when done. Here,
 blow up the crates and walk to the exit. This may appear hard to do (you are
 "timed" in your movement, in a way) but remember that you can walk diagonal
 on corners without falling to either side. So...don't bother racing against
 the explosions.

 This room's got four [WAR RESPITE]s, two on each side. Continue west into a
 room with many feeble-looking platforms. Walk as far west as you can (third
 platform) and use Earthquake to set them all sinking. Dash along to the one
 that would be the SW cornerstone and jump to the stairway. Exit south to a
 [STR APPLE], [VIT APPLE], [RES APPLE], and [SOR APPLE] room, and continue
 in that direction, stumbling upon another special switch/retractable block
 puzzle. HOWEVER, you don't want to finish it all the way, because it takes
 you back to a room you've been to already. Instead, go over the first barrier
 and use Pooka to get the [CREST], then fall in the hole to be reset by the
 doorway you came under.

 Double-back to the falling-platform room and go north. From the stairway,
 walk onto the platform it touches and use Pooka to get the [CROMWELL] armor
 for Brad. Heal and enter the northern door. I'm sure you can already tell
 what type of creampuff you'll be eating for dinner shortly...

   BOSS: Spriggan Geo Knight

         Shield ~~~~~ HP: 9000  EXP:  9000  GELLA:  9000  DROP: Mega Berry
         Geo Knight ~ HP: 9000  EXP: 12000  GELLA: 12000  DROP: Dead Heat


     Attack --------> No damage...
     Blade Arm -----> Med. damage to ally (~900)
     Gaia Crash ----> HIGH mgc-erth damage to allies (~2000)
     Hi-Barrier ----> Increases DEF/MGR on target (self)
     Mirror Coat ---> Gives 'Reflect' status to one part
     Counterattack -> No damage...
   TIM    : Lv. 36
   BRAD   : Lv. 36
   KANON  : Lv. 36
   LILKA  : Lv. 36
   ASHLEY : Lv. 36
   MARIVEL: Lv. 35

   Yes...the exact same setup as before. But, you should be so lucky. Take
   out the Shield as before while simultaneously weakening the Geo Knight,
   so that you don't fall victim to its overpowered, earth-elemental Gaia
   Crash attack. Also, offensive magicks are a no-no as Mirror Coat makes
   the damage shift to the caster. Use Fengalon to do a hi-speed ripper on
   its ugly mug...err, her ugly mug. <3

 Equip the Dead Heat on Brad and keep scootin' north, entering the eastern
 passage you find.

     |   |___     ___     ___               Yes, another stupid Earthquake
     |   |   |   |   |   |   |              mad dash you'll have to do. It's
     |___|   |___|   |___|   | <-- START    pretty easy, but the way I found
     |   |___|   |___|   |___|              is listed at left (there's a few
     | 5 |___| 3 |___| 1 |___               ways to do it). Just run straight
     |___|   |___|   |___|   |              east!
 S   |   | 4 |   | 2 |   |   |
E+W  |   |___|   |___|   |___|    Once you get to the other side, enter the
 N   |___|                        two-pronged path nearby. There's a huge
                                  stone carving that you need to knock over.
                                  And the best way to do that: Kick Boots!

 Stomp that thing over to make a bridge...but you can't enter from your side!
 Backtrack to that first room past the save point, and take the north, which
 leads to another switch/barrier puzzle. 

 Bomb the switch and make it to the third barrier...then wait on top of it.
 This lets you get the [GIANT FIST] chest when it raises up. Fall in a hole to
 reset yourself, then bomb it again. Dash diagonally the entire way to _just_
 make it through...not much leeway for mistakes. You'll be back in the two-
 -pronged room, so use the walkway to go north.

 This leads to the raypoint and after digging up some truth, Brad releases the
 mana. Brad then gets the [ABILITY: Boost], his last force skill. It delivers
 an ARM attack that does triple the damage of a normal. 


 NOTE: Now that you have the Earthquake, you can go get the items in Lost City
       Archeim you couldn't. Refer to section LCH1 on getting every last one.

| 54) Raypoint Muse                                                    [RYP4] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Bullet Load     |_| Chest        |  _                             |
|       |_| Bullet Load     |_| Quick Knife  | |_| Leviathan  1000 EXP, 1500g |
|       |_| Bullet Load     |_| Cuirass      | |_| Gigafrost   600 EXP, 1200g |
|       |_| Mega Berry      |_| Mega Berry   | |_| Electrigger 600 EXP, 1200g |
|       |_| Ambrosia        |_| Reflex       | |_| Gorbash     900 EXP, 1800g |

 This one takes a bit more effort to open. Head back to the Gate Bridge, enter
 from the Greenhell region's side, and Mist-cloak through the wire to a panel
 that controls the lifting bridge. Choose to raise it open, then raid the 
 chest beside the computer for Ashley's [UPGRADE: Blast 'Em] cartridge.
 Teleport to Meria and drive the hovercraft south around the continent, under
 the open bridge, and into the Sielje Sea. The island nearby has a [FULL
 CARROT] on it, but you want to go to the beach SW of Damzen and search the
 stones there.


 The first room has a locked door, but searching the north side of a pillar
 for a switch solves that problem. Continue onto the plus-shaped plank that
 floats in the water and enter the northern door. Stand on the stair and use
 Pooka to get the lonesome [BULLET LOAD] chest against the wall before going

 'Next room has a block configuration which is easy to maneuver around, since
 they can be pushed/pulled more than once. There's a [CREST] chest nearby,
 then exit east to a boiler room. Tighten the valve to lower the water level
 three rooms back in the plus-shaped plank room. Which, you should head to
 now, going in the next door.

 Get the [BULLET LOAD] the same way as last time, and go through the nearby
 block puzzle. Get the [QUICK KNIFE] for Kanon and lower the valve in the
 next room, then return to the plus-shaped pond-floatin' plank. Westward door
 this time!

 There is a third [BULLET LOAD] and another block-pushing puzzle. Get the
 [CUIRASS] armor for Kanon and turn the crank nearby. The pond will now have
 no water at all, and you can enter the lowest door. Save before you enter,
 'cause its the last in the four-part miscreant series... This is one girl
 you definitely SHOULD beat up. ^___^

   BOSS: Spriggan Muse Knife

         Shield ~~~~~~ HP: 9000  EXP:  6000  GELLA:  6000  DROP: Mega Berry
         Muse Knight ~ HP: 9000  EXP: 12000  GELLA: 12000  DROP: Shamir


     Attack ------------> No damage...
     Blade Arm ---------> Med. damage to ally (~850)
     Hi-Barrier --------> Increases DEF/MGR on target (self)
     Mirror Coat -------> Gives 'Reflect' status to one part
     Counterattack -----> No damage...
     Water Catastrophe -> HIGH mgc-wtr damage to allies (~2000)
   TIM    : Lv. 37
   BRAD   : Lv. 36
   KANON  : Lv. 36
   LILKA  : Lv. 37
   ASHLEY : Lv. 37
   MARIVEL: Lv. 35

   Once again, avoid using offensive spells since Mirror Coat can and will
   eventually end up sending the damage back to the executor. And, as the
   previous encounters've shown, defeating the Shield opens up its most
   powerful attack, being the Water Catastrophe. If you get into deep water
   (pun'D), switch to Lilka and mystic Big Berries. Use Mad Lucied if you
   have the attack (Access form only, remember), which can do 4000+ per
   strike and quickly even this thing out.

 Equip the Shamir on Kanon and save, then enter the doorway between the two
 stairs. It leads to our favorite bounty hunter's [TOOL: Jump Shoes], which
 lets her jump slightly higher when standing at certain locations, namely the
 circular crests you find on the ground. The statues in the room at the top
 of the stair allude to a "lonely virgin," which, if you were paying mind to
 the rooms you were in, means a statue where there's usually two.

 Return to the once-watery pond room and use the south jump shoes seal to get
 to the northern door. Enter the place where the block puzzle usually is to
 find the single statue. Near the treasure chests is a floor tile that's a
 little discolored, like it's a switch. Jump twice on it to fall through the

 Enter the watery room adjacent, and go east to the room where one has to use
 the jump shoes to get up the stairs. There are eight tiles here, as such:

       ___      ___      ___      ___
      |   |    |   |    |   |    |   |      N
      | 5 |    | 6 |    | 7 |    | 8 |    W + E
      |___|    |___|    |___|    |___|      S

       ___      ___      ___      ___
      |   |    |   |    |   |    |   |
      | 4 |    | 3 |    | 2 |    | 1 |     You enter by #1, and obviously,
      |___|    |___|    |___|    |___|     the jump shoes will be used to 
                                           break through the floor.

 Jump down on #2 to make part of the walkway connect, then get the three
 chests around via Pooka: two [MEGA BERRY]s and an [AMBROSIA]. Enter west to
 another jump pad room and get the [REFLEX] accessory, which boosts someone's
 DEF a huge amount. Use the other jump pad to get into the same "raft" room,
 just on the level with access to #5-8.

 Stomp on #6 to land by the doorway to enter a doorway with a bunch of statues
 (sixteen in fact) that can be rotated. They have to face each other, and so
 you don't have to do a bunch of trial and error, here is how they pair up:

 [01] [07] [07] [06]   You can do 'em in any order, but the same-numbered
 [01] [08] [08] [06]   statues have to be matched up. So the "[01]"s both have
 [02] [02] [04] [05]   to face each other, and so on.
 [03] [03] [04] [05]

 Beyond is the watery raypoint and after some powerful admissions, Kanon
 releases the last wellspring of mana needed for Trapezohedron. She also gets
 her last force skill, the [ABILITY: Gat Lv. 4]! It does a powerful attack on
 a target, and is needed if you want her most powerful ability, Eagle Claw.
 Answer the phone call from Irving to learn that mana increases are registered
 all over and that the attack on Kuiper Belt'll begin shortly.


 The Traphezohedron is deployed while the encroaching lifeform is in space,
 and it crashes to earth. Unfortunately, the capture ratio is too low. But,
 it is now a "being" and not a "world," so it can be physically attacked! Go,
 go belligerent ARMS! >=p

   REMINDER: Reload ammunition + fill in PSS skills + heal up in some town!

 Head for the salt flats of the Slayheim region to find the Traphezohedron's

| 55) Trapezohedron                                                    [TRP1] |
| ENEMY:                            | NOTES:                                  |
|  _                                |                                         |
| |_| Land Anemone   600 EXP, 1200g | * This is a one-time dungeon            |
| |_| Asmodeus      1000 EXP, 2000g | * Asmodeus can inflict death to all!!!! |

 NOTE: Once you go in you cannot get out! Prepare beforehand with items, etc.!

 A trapezohedron is crystal-shaped object with trapeziums, four-sided figures
 with no parallel sides, as faces. Hard to understand? Yeah, well, there is a
 reason this is one of the most annoying, convoluted dungeons you'll face in
 a video game. 

 Here's a directional walkthrough to get through this hellhole. Not as good as
 a map, but then again, those can be awfully confusing, too. MAKE SURE YOU
 POINT THE COMPASS NORTH since that is your entire reference point -- don't
 get confused!


 01) Head northeast down to the first teleport pad
 02) Walk north as far as you can and take the western teleport pad out.
 03) Here's the route you want to take:

      []___[OUT]      Walk one space north, one space east, and one space
      ||              north again. A walkway should appear; ignore it. Walk
      || /[2]         one space north BUT DO NOT TAKE THE TELEPORT PAD. Go
      ||//| |         southwest to the "[3]" spot, where two more paths open
      [3] [1]         up, including one going north. Take that northern path
       ___| |         north and east to the warp.
      [  ___]
      | |
      |_| <-- START

 04) Save if you want to (you cannot leave, remember) and continue north.
 05) Here's the route you want to take:

                \ \
              ___\ \
             / ____2]        Go north one space to "[1]" where a northern path
            / /           opens up. Ignore it and go northeast two platforms
          [1]/            to make another path open up. Ignore that, too, and
          | |             walk nothwest to the exit.

 06) Walk north to make two paths open up. Take the eastern.
 07) Walk east to find a new path and a string of gems pointing down to a pad
     below. Jump down to that pad.

 08) Trek west to make a path appear and follow it to the teleport pad.

 09) Walk north to make three paths appear. Take the northernmost.

 Whew, finally made it through that. The party will find the Kuiper Belt's
 Tip here and remark that it looks like an egg. And, whatd'yaknow, it begins
 to hatch right then and there.

   BOSS: Encroaching Parallel Universe Larva

         Mouth ~ HP: 10000  EXP:  6000  GELLA:  6000  DROP: Gimel Coin
         Larva ~ HP: 10000  EXP: 12000  GELLA: 12000  DROP: -----


     Attack --------> No damage...
     Ability Bind- -> Weak damage to ally (~300) + % of A. Block [L: Mouth]
     Mega Crusher --> Weak damage to ally (~400-600)
     Counterattack -> No damage...
     Arc en Ciel ---> % of nightmare, amnesia, downhearted, disease,
                      Ability Block
   TIM    : Lv. 38
   BRAD   : Lv. 37
   KANON  : Lv. 37
   LILKA  : Lv. 38
   ASHLEY : Lv. 38
   MARIVEL: Lv. 37

   This is one good battle to have Marivel's Status Lok in. Equip Lilka 
   with the Silver Harp to prevent Ability Block, first and foremost, and
   equip the others with confusion/disease-proof articles. Arc en Ciel 
   often misses, though, so cast Rise&Shine around when you've got the
   chance. Besides status effects (use Restore or Mystic+War Respite), the
   larva is pretty dang crappy. I've heard Mega Crusher is powerful, but
   for someone who maxed out Up P Defend, it's a piece o' crap. It's quite
   possible you don't even need to heal! Definitely use a Lucky Card if you
   have one.

 Irving radios in to tell them that the Kuiper Belt was only the "tail of the
 lizard," so to speak, and definitely not the core. The Trapezohedron'll make
 like a bomb and 'splode soon, so everyone returns to Valeria Chateau.


 Everyone rests when no new ideas are presented, and the next morning Irving
 says that monsters are appearing east of the Halmetz inlet. He sends everyone
 out to investigate this...small...small...thing... >__>

   REMINDER: Reload ammunition + fill in PSS skills + heal up in some town!
             Investing in "Restore HP" will be useful later on!

 Teleport to Halmetz and fly Lombardia east a ways to the beach, where one
 can find the remains of the once-great Heimdal Gazzo...

| 56) Fiery Wreckage                                                   [FRW1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Red Jacket      |_| Obelisk Gun  |  _                             |
o--------------------------------------------o |_| Gel Gob      630 EXP, 700g |
                                             | |_| Sabretooth   630 EXP, 700g |

 Use Earthquake to blow up dirt-clogged doors, then Mist Cloak to the eastern
 one. Turn on the power console here. There's a [RED JACKET] just inside the
 second room, then double-back to the outside wreckage. Ignore the lowest
 northern door (can't do anything in there) and walk around to the orange
 wingtip that's now a walkable incline. There's a gigantic door nearby.

 Jump down to the chest and get the [OBELISK GUN], exit, and re-enter from
 the second-level door again. There are three doors on the northern wall; go
 to the side-rooms and turn on the two power consoles.

 In the middle room, turn on the last two power consoles and inspect the big
 monitor. If it doesn't work, you forgot a power console somewhere. Anyway,
 a gigantic secret is revealed about an ARMS member! :o


 Back at the chateau, Irving gives the party their final mission: to go to
 the heart of Filgaia, the center of the world and where the planet's life-
 -roots are. After some meditation scenes, ARMS bands together for their last
 mission (Marivel's scene <3).


 So, where exactly is the center of the world? Why, the CENTER of the WORLD!
 It's called that for a reason, it seems. To find the last destination you'll
 need, fly due west of Valeria Chateau into the inland sea and you'll find the
 green dot atop a high, high plateau. Unfortunately, you can't get to it as
 easy as that -- follow the twisting, dark-colored gorges south to a landing
 point on the desert-colored land.

 There's a high enemy encounter rate going to there, so make sure you know
 you're ready. The treasure you can find in a dead end is a [VIPER FANG] item
 that can be used with the "Shoot Item" medium ability. When you get to the
 large central plateau, look for a tiny footpath leading up to the top. There
 you will find the Spiral Tower.

  NOTE: Try to get a Necronomicon accessory drop from the same-named enemies
        outside of the tower! This boosts SOR by 100+ points and is useful
        later on!

| OPTIONAL: Awakening the Three High Guardians                         [THG1] |

 There's no point in doing this unless you have:

   * Stone God
   * Stone Lion
   * Stone Drago

 All of these are found in the Sacrificial Altar dungeon, so refer there on
 how to obtain them. Once you have them, though, you can make them into great
 mediums by doing some easy things. 

 * Talk to Colette in Baskar as Tim to get the [MEDIUM: Raftina]
 * Talk to Marina in Valeria Chateau [2F] to get the [MEDIUM: Zephyr]
 * Talk to Billy in T'Bok Village as Brad to get the [MEDIUM: Justine]

| OPTIONAL: Preparations for Spiral Tower / Glaive Le Gable            [PRP1] |
 Here are various things you'll want to get/do before approaching the final
 stretch of the game.

 OBJECTIVES                                                 | CNTRL+F SECTION
 * Get the three Guardian Lords                             | THG1
 * Max out Up P/M Defend skills                             | ----
 * Holy Grail (deathproof) accessory                        | DPL3
 * Get Lilka's third force ability "Extend"                 | SLT1 -> SLT2
 * Get Ashley's third force ability "Full Clip"             | GLD2
 * Find Odd Headquarters and unlock the Black market        | DDH1 -> DDH2
 * Get Marivel, the optional sixth character, into party    | CRM1
 * Change Ashley's "Hot Fencer" ability into "Mad Lucied"   | WWF1
 * Collect various optional mediums                         | WTD1 -> TLC1 ->
                                                            | ABX1 -> SHG1 ->
                                                            | DRK1 -> MTC1 ->
                                                            | GLZ1 -> PMC1

| 57) Spiral Tower                                                     [SPT1] |
| ITEMS  _                   _               | ENEMY:                         |
|       |_| Mega Berry      |_| Mega Berry   |  _                             |
|       |_| Ambrosia        |_| Ambrosia     | |_| Balor       750 EXP, 2000g |
|       |_| Mega Berry      |_| Mega Berry   | |_| Pabilsag    750 EXP, 2000g |
o--------------------------------------------o |_| Sun Flayer  750 EXP, 2000g |
                                             | |_| Mercurius   750 EXP, 2000g |
                                             | |_| Leprechaun  750 EXP, 2000g |
                                             | |_| Aello       750 EXP, 2000g |
                                             | |_| Elbucky     750 EXP, 2000g |
                                             | |_| Coatl      1000 EXP, 2500g |
 Final stretch... Yay... Equip a Holy Grail here on your healer, which should
 be Lilka since she's got Hi-Revive (HOPEFULLY!!!). Equip Ashley with the
 Blue Anklet and maybe the Reflex on the third party member.


 In the third room, use the Mist Cloak to get across the broken portion of
 the bridge. Get the [MEGA BERRY] chest on one of the dead-end stairways 'fore
 leaving. Two rooms later, is a puzzle with plaques on the wall, like so:
 |   4   |  Press them in this order:
 |1     5|
 |2     6|  1 -> 7 -> 3 -> 5 -> 6 -> 2 -> 4
 |3     7|
 |__   __|  The door will then open. So what did it all mean? The Norse gods
            refer to the days of the week, so Tiu's Day is "Tuesday," Thor's
            Day is "Thursday," etc. Kinda hard to figure out, I suppose.

 In the following room, bomb the purple crystal-ball-lookin' thing and stand
 on the switch. When the explosion happens, the barrier will recede. Do the
 same thing for the next two switches and use the Mist Cloak to get to the
 doorway. Use Pooka to get the [MEGA BERRY] before leaving.

 Alright, next room. There are three crystal-ball things and three switches.
 Set a bomb and run around the central platform to the switch straight across
 from it. Do this three times (can be a little hard) to lower the pillars to a
 Mist-cloakable height. The fourth ball/switch puzzle is in the upper SW 
 corner, where you have to set the bomb and dash to the switch -- this lowers
 the last barrier.

 The next non-stairway area has some platforms with arrows on 'em. Mist Cloak
 to the first batch and make them go apart to reach the east side (Mist Cloak
 there also). Get to the center platform and enter the antechamber adjacent,
 to find a chest containing the last [TOOL: Flare Gun] for Ashley. Back one
 room, Mist Cloak (south) off the highest edge to get near the locked door.
 Fire the Flare Gun under the door's overhang to exit.

 NOTE: Now that you have the Flare Gun, you can finish the Pirate's Warren 
       dungeon out in the real world. Refer to the "PRT1" section.

 After, there's another chamber with arrow blocks. Here's how you navigate the

 01) Enter the highest red-arrow blocks. Connect them, then go north so that
     they're split apart.

 02) Go down the stairs to the lowest red-arrow blocks. Mist Cloak to the
     other stairs that lead to highest blue-arrow blocks.

 03) Approach the nearest blue-arrow marking and Mist Cloak over it onto the
     other one, splitting them apart.

 04) Do a diagonal (NE) Mist Cloak to land on the lowest red-arrow blocks.

 05) Get back to that first stairway and back onto the highest red-arrow ones.

 06) Jump down onto the blue-arrow block that's underneath and juts towards
     the east edge, letting you Mist Cloak to that far ledge.

 ARMS should be able to get to the doorway now. >=D


 Very dark is the next room, so use the Flare Gun. There's a configuration of
 torches here (barricaded) like so:

 [X]  [LIT]  [X]   Remember the pattern 'cause it'll be used soon.
 [LIT] [X] [LIT]   Use the Flare Gun in the next dark room to find a similar
                   switch layout as before. Light all the switches and use the
 [X]  [LIT]  [X]   Freeze Rod to snuff out the corners. Make sure you do the
                   last one diagonally from the barrier (or outside it) 'cause
                   the wall rises once it's complete. Exit north when done.

 Heal up when entering the next stairwell, 'cause at the middle waits a big
 ol' thing who wants to bear hug you.

   BOSS: Saucer Organism Grodine

         Grodine ~~~ HP: 10000  EXP: 12000  GELLA: 12000  DROP: -----
         Left Claw ~ HP: 10000  EXP:  6000  GELLA:  6000  DROP: Ambrosia


     Attack ---------> No damage...
     Counterattack --> No damage...
     Giant Scissors -> Weak phys damage to ally   (~300)
     Bubble Cluster -> Weak phys damage to allies (~800) + % disease
   TIM    : Lv. 39
   BRAD   : Lv. 39
   KANON  : Lv. 39
   LILKA  : Lv. 39
   ASHLEY : Lv. 39
   MARIVEL: Lv. 39

   This mutant freak is pretty timid compared to previous baddies, using
   Bubble Cluster to inflict most of its damage...which is pathetic anyway
   and not used that much. However, when its claw's dead, it's backed into
   a corner and that's all it'll have. I've heard that Bubble Cluster can
   inflict many status effects, but the only one I got after multiple hits
   was Disease... Steal a Full Revive if you can.

 Save afterwards (you can still backtrack out of the Spiral Tower) if you
 want and continue south, down the stairs, into the next room. Inspect the
 eye crest on the door to open a fight with three Balors (regular enemies).
 They can use Evil Eye (instant death to all) and Paraysis Eye (paralysis to
 all). They're eat damage and die easily, so use Accelerator/Invincible to get
 a leg-up on 'em.

 Once that first door is destroyed, you can skip the second by using the stair
 to get on top and jump to the exit. BUT, re-enter as soon as you do that and
 use the stair system to walk across that first enemy door (respawned) to get
 the [AMBROSIA] chest on the eastern side of the room. Then, jump back to the

 Following, the maze-like area has some enemy-encounter doors like before. Use
 the crystal ball/floor switch puzzle to lower the first wall and fight a few
 Balors/Aellos. Do the same at the next northern door to find the out door.
 There's a lot more to the "trick" here, but you can simply go up the stairs
 and onto the ledge that overlooks the exit and use the Mist Cloak to get on
 the platform. A little unorthodox, but who wants to do more work?

 In the eighth or ninth room, whichever it is, there are four enemy-encounter
 doors stacked like dominos. Walk on the first one and Mist Cloak to the ledge
 so you can get to the eastern side of the room. There's an [AMBROSIA] chest
 sitting soundly. From there, Mist Cloak over the tops of the four enemy-
 -encounter doors, to the west ledge, to the fifth "door," to the next ledge,
 and finally to the exit platform. Mist Cloak to the west from there and get
 the [MEGA BERRY] chest before exiting.

 Okay, the next place is basically a warehouse for enemy-encounter doors --
 there's a lot've 'em! On the west wall, before you do anything, hit the bolt
 mark with the Electel tool to blow up a secret door on the east wall. Doing
 this also lets you see the easiest path through the doors, which is the left
 (eastmost) corridor. Enter that secret room to find the [UPGRADE: EZ Missile]
 for Brad. If you're wondering what that chest in the eastmost corridor is,
 it's a [MEGA BERRY].

 The floor below, here's how to navigate without doing anything unnecessary:

 01) Break the two enemy doors in the western passage
 02) Move to the adjacent eastern passage, destroy wall
 03) Move north, south, destroy wall there
 04) Move to easternmost passage and destroy two walls there.

 Go up the stairs and make your way to the eastern side by walking across the
 top of the doors you (hopefully) didn't fight. If you fought even one you
 weren't supposed to, you have to do the whole thing over. =(   Once at the
 eastern ledge, you can exit.

 A couple of vacant rooms later, ARMS encounters a room walled with those dang
 enemy encounter doors. You don't have to bother with any, really, but check
 out the eastern wall and break the second-from-north one to find an Electel
 symbol. Zap it from the nearby stairway to blow up a sketchy-looking door on
 the opposite wall. It leads to Ashley's last [UPGRADE: RisingNova]!

 Heal up on the stairway outside the stairbottom door and enter to find the
 welcome wagon...er, waggin'.

   BOSS: Terrible Guardian Monster Manufestu

         Manufestu --> HP: 10000  EXP: 12000  GELLA: 12000  DROP: -----
         Left Knee --> HP:  5000  EXP:  6000  GELLA:  6000  DROP: Mega Berry
         Right Knee -> HP:  5000  EXP:  6000  GELLA:  6000  DROP: Mega Berry


     Attack -------------> No damage...
     Death Parasite -----> % of instant death on ally            [L: Knees?]
     Unmodified Spell?? -> Med. mgc-dark damage to allies (~800)
   TIM    : Lv. 41
   BRAD   : Lv. 41
   KANON  : Lv. 41
   LILKA  : Lv. 41
   ASHLEY : Lv. 41
   MARIVEL: Lv. 41

   Equip the Holy Grail on Lilka if you've taken it off, since she'll be
   using Hi-Revive here. The knees are weak (lol, weak in the knees?) and
   can be taken out with pure physical attacks; when they're dead, it'll
   start using the "Unmodified Spell??" that's nothing to crow about. Use a
   Lucky Card DEFINITELY!

 Afterwards, approach the crystal ball to learn that the spiral tower leads
 down into the earth, a mirror image of the one above! It's a guarian...its
 Glaive le Gable! Yeah, the Guardian of Mud. >___>

| 58) Glaive Le Gable                                                  [GLG1] |
| ITEMS  _                  _               | ENEMY:                          |
|       |_| Braver Vest    |_| Bridal Gown  |  _                              |
|       |_| Labyrinthos    |_| Nine Lives   | |_| Will-o'-Wisp 800 EXP, 2000g |
|       |_| Coiste Bua     |_| Full Libra   | |_| Morlock      800 EXP, 2000g |
o-------------------------------------------o |_| Argoth       800 EXP, 2000g |
                                            | |_| Zohak       1000 EXP, 3000g |
                                            | |_| Hyperion     800 EXP, 2000g |
                                            | |_| Cyclops     1200 EXP, 5000g |
                                            | |_| Orgon Energy 800 EXP, 2000g |
                                            | |_| Choronzon   1000 EXP, 1000g |
                                            | |_| Doomsday     500 EXP, 10k g |
                                            | |_| Prometheus   800 EXP, 2000g |

 NOTE: If you want to go back to the outside world, you can -- touch the orb
       near where you start -- but you'll have to backtrack through the Spiral
       Tower. =(

                          |X|            _|_|_
      N                   |_|           \ SAVE/
      |              ___ _| |_ ___ ___   \ _ /
   W -+- E          |  _|_   _|___|_  |   |2|
      |             |_|   |_|       |_|   |_|
      S        ___ _| |_ _| |  ___ _| |_ _| |_ ___
              | X |_   _|___| |  _|_   _|_   _| X |
               ¯¯¯  |_|       |_|   |_|   |_|  ¯¯¯
                    | |_ ___ _| |___| |   |X| <-- ALREADY OPEN
                    |___|___|_   _|___|    ¯
                     ___ ___ _| |_ ___ ___       [LEGEND]
                    | X | 2 |_   _| 2 | X |
                     ¯¯¯ ¯¯¯  |_|  ¯¯¯ ¯¯¯        X = Treasure Door Pedestal
                              | |                 2 = Room with two switches
                              |_| <-- ENTER

 At the far-off save point is a room with six doors. One is already open, but
 the map "X"s truly mark the spot for treasure this time around, since they
 open doors in that save room that lead to the characters great armors. To get
 them, in the "X" rooms, turn the lone statues to face north.

 For the locked doors, there's a trick to doing 'em, at least one I've found
 a bit. If the two door pedestals are facing each other, do one twice, then
 the other one once, then repeat until they both face the door, opening it.
 The one before the save point has them facing away from the door, so you'll
 have to do trial and error until they face each other. Easy from there.

 If you open all the five doors, you can get the characters armors -- Marivel
 doesn't have a spot, though, either because she gets her armor elsewhere or
 is optional. Either way, collect the [BRAVER VEST], [BRIDAL GOWN], [COISTE
 BUA], [LABYRINTHOS], and [NINE LIVES]. The [FULL LIBRA] is an accessory that
 prevents all status abnormalities but Instant Death -- very useful,

                NOTE: Door to the Full Libra is always open!
 Head north when you're good to go. A familiar voice speaks to the party in
 the four-door room -- it says that the roots must be stopped before the body
 can be attacked. There are three roots, so you'll have to use three party
 members to destroy them. Here's the suggested path:

 Route A = Lilka
 Route B = Brad
 Route C = Kanon

 Doesn't matter really, but getting through Lilka's first is the best way to
 do it. That means Ashley, Tim, and Marivel if you have her, will be taking on
 the body alone.

   BOSS: Encroaching Parallel Universe First Root

         First Root ~ HP: 15000  EXP: -----  GELLA: -----  DROP: -----


     Blue Riot ----------> Med. damage to ally (~ 600)
     Hyperion Inferno ---> High damage to ally (~1600)
     Galactic Explosion -> High damage to ally (~1500)
     Atmosphere Reentry -> High damage to ally (~1500)
   LILKA: Lv. 43

   As Lilka, guard until you've got enough FP for Hi-Heal. She'll probably
   go first, but use Quick if she's not. Use Hi-Break/Hi-Spark/Saber to do
   the majority of the damage (physical attacks -> don't do 'em) and heal
   when needed. Since Lilka should have 4000+ HP, this ain't too hard. The
   other incarnations use Dark Star Bow which inflicts status effects, but
   I've never seen the first one do it. >___>

Immediately after, it's on to the next one!
   BOSS: Encroaching Parallel Universe Second Root

         Second Root ~ HP: 15000  EXP: -----  GELLA: -----  DROP: -----


     Blue Riot ----------> Med. damage to ally (~ 800)
     Dark Star Bow ------> Weak damage to ally (~ 700) + % poison, disease,
     Hyperion Inferno ---> High damage to ally (~1900)     confuse, dwnhrtd
     Galactic Explosion -> High damage to ally (~1700)
     Atmosphere Reentry -> High damage to ally (~1500)
   BRAD: Lv. 43

   Brad has good enough RES to go first. =p
   Hopefully you took my advice before Spiral Tower to buy a whole bunch of
   Big Berries from the Black Market, 'cause you can really expend a lot
   when you can't cure with FP. Equip the Odoryuk medium if you want to use
   Live Horn (cure + status restore), but guarding until he can use ARM x 2
   is a good idea. Equip him with a Hazel Sprig/Clear Chime, because both
   Disease and Confuse can be ruinous here -- you'll just have to take your
   lucky pick.  Boost + Rail Gun also works here (~7000dmg!)

It's on to the last of the roots, now...

   BOSS: Encroaching Parallel Universe Third Root

         Third Root ~ HP: 15000  EXP: -----  GELLA: -----  DROP: -----


     Blue Riot ----------> Med. damage to ally (~ 700)
     Dark Star Bow ------> Weak damage to ally (~ 800) + % poison, disease,
     Hyperion Inferno ---> High damage to ally (~1900)     confuse, dwnhrtd
     Galactic Explosion -> High damage to ally (~1700)
     Atmosphere Reentry -> High damage to ally (~1800)
   KANON: Lv. 43

   Same thing as Brad's, except you'll have to make do with only the Hazel
   Sprig or Clear Chime -- Brad's probably got the other equipped on him,
   still. Defend until you can use her highest gatling; Gat - Arc Kick can
   do 3000 by itself, so anything higher than a Lv. 2 will do great. Plus,
   Kanon acts first, so this isn't so hard as long as the status effects
   go your way. Use Big Berries/Mega Berries to heal and build up the FP
   Gatlings...that's about all you can do.

   If you're having trouble on this, and the Raftina medium is unused, equip
   it on her and use Invincible every turn to build up FP.

 Congrats on beating the hard roots! But, it ain't over yet. As Ashley's
 party, enter the room with the six twisting pedestals, shaped like:

                    Solving this (making statues face north) is as simple
       [1] [4]      as going 1 -> 2 -> 3 -> 6 -> 5 -> 4. Do it twice and
     [2]     [5]    the door will open.
       [3] [6]

   BOSS: Encroaching Parallel Universe Kuiper Core

         Kuiper Core ~ HP: 40000  EXP: 50000  GELLA: ----  DROP: -----
         L. Shoulder ~ HP: 20000  EXP: 50000  GELLA: ----  DROP:
         R. Shoulder ~ HP: 20000  EXP: 50000  GELLA: ----  DROP:


     Blue Riot ----------> Med. damage to allies (~ 700)
     Hyperion Inferno ---> High damage to allies (~1900)
     Galactic Explosion -> High damage to allies (~1800)
     Atmosphere Reentry -> High damage to allies (~1800)
     Dark Star Bow ------> Weak damage to allies (~1000) + % poison, disease
                                                            confuse, dwnhrtd
   TIM    : Lv. 43
   ASHLEY : Lv. 43     NOTE: Equip Ashley with the "Zephyr" medium!
   MARIVEL: Lv. 43

   If you followed my advice and got 99 Big Berries, the Necronomicon drop
   from the same-named enemy outside of Spira Tower, Tim's SOR should be
   through the roof and can heal 1000+ now. Give it the Dan Dairam medium
   and it can almost be 800 SOR! Equip the Full Libra on Ashley and maybe
   the Heart Leaf on Marivel. It's important that you keep status effects
   off of Tim since he's the upkeep's focal point, so use Marivel to throw
   War Respites around -- not like you'll be using them later on. If she's
   got the Status Lok ability, this ball game just became a whole lot more

   Ashley should shoot for Access immediately, and use Gun Blaze on the L.
   Shoulder to deal weakness damage -- I killed it in one hit myself. But,
   killing the arms isn't truly important, but they do let you gain a lot
   of EXP. If you kill all the parts, you can get 300,000 EXP with a Lucky

   Note that when its shoulders are dead, it starts using Dark Star Bow a
   lot and not the others; thus, there's not as much need to heal. Switch
   the Full Libra to Tim so he doesn't get mucked up with Disease/Confuse/
   etcetera. Do it before Ashley's in Overknight Blazer form or it can't
   be removed!

   If you equipped the Dan Dairam medium on Tim, and want to buy some time
   for healing and such, use the Hi-Combo "System Chronos" to give him 
   three free turns where he can heal up everyone -- only Tim will get the
   turns, so use this if you have enough FP! Use a Mini Carrot on the 3rd
   so that he can use First Aid, though! If you manage to get 100 FP 'fore
   third turn, you can use it again! Nice strategy if you want some extra
   time for party upkeep.

 But, this ain't over yet, sadly. There's still one matter that has to go and
 be resolved before this carnage can finally be allayed.

   BOSS: Blaze of Disaster Lord Blazer

         Lord Blazer ~ HP: 200,000  EXP: -----  GELLA: -----  DROP: -----


     Attack -------------> No damage...
     Negative Flare -----> High damage to Ashley (~1500) + Dispel effect
     Vermilion Disaster -> High damage to Ashley (~1500)
   ASHLEY: Lv. 45

   The object here is to use Impulse on the enemy. Since it uses "the power
   of friends," you'll see various scenes after using the skill. It inflicts
   9999+ damage most of the time. Use Big/Mega Berries to heal if you need
   to, or use BladeHeal [50FP]. If you followed my advice and equipped him
   with the Zephyr medium, he'll be able to use "Force Charge" and gain 25
   FP all at once. After using Impulse six times, the seventh time will do
   99999 damage and win the battle. Congrats, that's the last boss in the

 Enjoy the ending scenes 'cause you've earned 'em, folks. <3

          _________          _______    _______  _        ______   _
          \__   __/|\     /|(  ____ \  (  ____ \( (    /|(  __  \ ( )
             ) (   | )   ( || (    \/  | (    \/|  \  ( || (  \  )| |
             | |   | (___) || (__      | (__    |   \ | || |   ) || |
             | |   |  ___  ||  __)     |  __)   | (\ \) || |   | || |
             | |   | (   ) || (        | (      | | \   || |   ) |(_)
             | |   | )   ( || (____/\  | (____/\| )  \  || (__/  ) _
             )_(   |/     \|(_______/  (_______/|/    )_)(______/ (_)

06) LISTS                                                                [LST1]
[- SHOP LIST -] ~~~ [SHP1]

 01) Town of Meria
 02) ARMS Quartermaster (V. Chateau)
 03) Damzen City
 04) Halmetz
 05) Holst
 06) Ye Secret Ring Shoppe (V. Chateau)
 07) Baskar
 08) Sielje Region
 09) Quartly
 10) Guild Galad
 11) Palace Village
 12) Black Market

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-          =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
01) Town of Meria                         02) ARMS Quartermaster (V. Chateau)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-          =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
ITEM SHOP                                 ITEM SHOP

Antidote           20                     Antidote           20
Medicine           20                     Medicine           20
Rhino Shot        110                     Violet Rose        20
Hammer Fist       120                     Pixie Dust         20
Flumrella          90                     Pinwheel           20
Hard Jumper        90                     Toy Hammer         20
Ti Plate          100                     Softener           20
Mage Robe          80                     Peppy Acorn        20
TeleportGem       100                     TeleportGem       100

03) Damzen City
ITEM SHOP                                 WEAPON SHOP

Antidote           20                     Riot Ram          500
Medicine           20                     Flak Jacket       450
Violet Rose        20                     PixyParasol       400
Pixie Dust         20                     Mist Blazer       300
Pinwheel           20                     Punch Drunk       600
Toy Hammer         20                     Travel Vest       500
Softener           20
Peppy Acorn        20
TeleportGem       100

04) Halmetz
ITEM SHOP                                 WEAPON SHOP

Antidote           20                     Greyhound        1450
Medicine           20                     Sunshade         1200
Violet Rose        20                     Knuckle Arm      1600
Pixie Dust         20
Pinwheel           20
Toy Hammer         20
Softener           20
Peppy Acorn        20
TeleportGem       100

05) Holst
ITEM SHOP                                 WEAPON SHOP

Antidote           20                     Ti Jacket        1300
Medicine           20                     Purple Vest      1000
Violet Rose        20                     Camo Vest        1400
Pixie Dust         20
Pinwheel           20
Toy Hammer         20
Softener           20
Peppy Acorn        20
TeleportGem       100

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=      =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
06) Ye Secret Ring Shoppe (V Chateau)      07) Baskar
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=      =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Earth Ring      12000                      Antidote           20
Water Ring      12000                      Medicine           20
Fire Ring       12000                      Violet Rose        20
Wind Ring       12000                      Pixie Dust         20
Thor Ring       12000                      Pinwheel           20
Light Ring      12000                      Toy Hammer         20
Dark Ring       12000                      Softener           20
Ice Ring        12000                      Peppy Acorn        20
                                           TeleportGem       100

08) Sielje Region

ITEM SHOP                                 WEAPON SHOP

Antidote           20                     Raid Blast       3100
Medicine           20                     Chain Mail       3000
Violet Rose        20                     Gay Parasol      2500
Pixie Dust         20                     Silky Robe       2100
Pinwheel           20                     Crisis Arm       3500
Toy Hammer         20                     Metal Plate      3200
Softener           20                     Dream Wand       2300
Peppy Acorn        20                     Sand Poncho      2000
TeleportGem       100

09) Quartly

ITEM SHOP                                 WEAPON SHOP

Antidote           20                     Dual Shot        4200
Medicine           20                     Full Metal       4000
Violet Rose        20                     Elf Parasol      3900
Pixie Dust         20                     Shield Cape      3500
Pinwheel           20                     Mirage Hand      4600
Toy Hammer         20                     Ferdinand        4500
Softener           20                     Rune Staff       3600
Peppy Acorn        20                     Cute Bolero      3300
TeleportGem       100

10) Guild Galad

ITEM SHOP                                 WEAPON SHOP

Antidote           20                     SniperShark      5500
Medicine           20                     Bounty Gard      5300
Violet Rose        20                     Geranium         4800
Pixie Dust         20                     Maygas Robe      4200
Pinwheel           20                     Magic Wand       4500
Toy Hammer         20                     Sun Poncho       4300
Softener           20                     
Peppy Acorn        20                     
TeleportGem       100

11) Palace Village

To find this country town, finish the Sleeping Volcano dungeon (Disc 2) and
fly to the large talon-shaped island in the northeast of the world map. Search
the green plain for the village. 

ITEM SHOP                                 WEAPON SHOP

Antidote           20                     Sonic Burst      6800
Medicine           20                     Cloth Coat       7200
Violet Rose        20                     Bow Parasol      6200
Pixie Dust         20                     Shiny Cape       6800
Pinwheel           20                     100 Knuckle      6300
Toy Hammer         20                     Breastplate      7200
Softener           20                     Holy Staff       7500
Peppy Acorn        20                     Safe Bolero      6800
TeleportGem       100                     Bright Edge      8000
                                          White Chest      6500

12) Black Market

Heal Berry         20        To find the Black Market's shop, locate the Odd
Big Berry         200        Headquarters near Damzen City. Then, get Marivel
ReviveFruit      2000        at Crimson Castle (Disc 2 Only). She joins up w/
War Respite      5000        an Electel tool to power the robot downstairs in
Mini Carrot        50        the headquarters. It'll move to reveal the shop.



 Anything marked with an asterisk (*) raises MGR by 100.

 | Longhorn            |  ~~~ | Initial equip                      | ~~~~~~~~ |
 | Rhino Shot          |   03 | Town of Meria                      |    110   |
 | Riot Ram            |   08 | Damzen City                        |    500   |
 | Greyhound           |   15 | Halmetz                            |   1450   |
 | Raid Blast          |   24 | Seilje Region                      |   3100   |
 | Dual Shot           |   35 | Quartly                            |   4200   |
 | SniperShark         |   48 | Guild Galad                        |   5500   |
 | D Bison             |   63 | Coffin of 100 Eyes                 | ~~~~~~~~ |
 | Sonic Burst         |   80 | Palace Village                     |   6800   |
 | Obelisk Gun         |  120 | Fiery Wreckage                     | ~~~~~~~~ |
 | ARMOR NAME          |  DEF | SHOP LOCATION / DUNGEON            | PURCHASE |
 | Jean Jacket         |  ~~~ | Initial equip                      | ~~~~~~~~ |
 | Hard Jumper         |   02 | Town of Meria                      |     90   |
 | Flak Jacket         |   06 | Damzen City                        |    450   |
 | Ti Jacket           |   12 | Holst                              |   1300   |
 | Chain Mail          |   19 | Sielje Region                      |   3000   |
 | Full Metal          |   27 | Quartly                            |   4000   |
 | Bounty Gard         |   36 | Guild Galad                        |   5300   |
 | Trench Coat         |   46 | Coffin of 100 Eyes                 | ~~~~~~~~ |
 | Cloth Coat          |   57 | Palace Village                     |   7200   |
 | Red Jacket          |   82 | Fiery Wreckage                     | ~~~~~~~~ |
 | Nine Lives*         |  180 | Glaive Le Gable                    | ~~~~~~~~ |
 | HEADGEAR NAME       |  DEF | DUNGEON LOCATION                   | PURCHASE |
 | Cowboy Hat          |  ~~~ | Initial equip                      | ~~~~~~~~ |
 | 10-Gal Hat          |   05 | Barrel in Town of Meria house      | ~~~~~~~~ |
 | Red Cap             |   11 | Chest in Sylvaland Castle          | ~~~~~~~~ |
 | Migrant Hat         |   18 | Mt. Chug-Chug                      | ~~~~~~~~ |
 | Lone Wolf           |   27 | Slayheim Castle                    | ~~~~~~~~ |
 | Sunbird Hat         |   37 | Sacrificial Altar                  | ~~~~~~~~ |
 | Texas No.           |   59 | Good Luck Zone                     | ~~~~~~~~ |

 | Iron Fist           |  ~~~ | Initial equip                      | ~~~~~~~~ |
 | Hammer Fist         |   03 | Town of Meria                      |    120   |
 | Punch Drunk         |   09 | Damzen City                        |    600   |
 | Knuckle Arm         |   18 | Halmetz                            |   1600   |
 | Crisis Arm          |   28 | Sielje Region                      |   3500   |
 | Mirage Hand         |   42 | Quartly                            |   4600   |
 | Uppercut            |   96 | Won by defeating "FakeBrad"        | ~~~~~~~~ |
 | 100 Knuckle         |  118 | Palace Village                     |   6300   |
 | Giant Fist          |  144 | Raypoint Geo                       | ~~~~~~~~ |
 | ARMOR NAME          |  DEF | SHOP LOCATION / DUNGEON            | PURCHASE |
 | Army Vest           |  ~~~ | Initial equip                      | ~~~~~~~~ |
 | Ti Plate            |   03 | Town of Meria                      |    100   |
 | Travel Vest         |   07 | Damzen City                        |    500   |
 | Camo Vest           |   15 | Holst                              |   1400   |
 | Metal Plate         |   23 | Sielje Region                      |   3200   |
 | Ferdinand           |   33 | Quartly                            |   4500   |
 | Best Vest           |   69 | Boss in Diablo Pillar Ptolomea     | ~~~~~~~~ |
 | Breastplate         |   83 | Palace Village                     |   7200   |
 | Cromwell            |   99 | Raypoint Geo                       | ~~~~~~~~ |
 | Braver Vest*        |  216 | Glaive Le Gable                    | ~~~~~~~~ |
 | HEADGEAR NAME       |  DEF | DUNGEON LOCATION                   | PURCHASE |
 | Bandanna            |  ~~~ | Initial equip                      | ~~~~~~~~ |
 | Head Gear           |   06 | Mt. Chug-Chug                      | ~~~~~~~~ |
 | Hard Gear           |   13 | Baskar Village                     | ~~~~~~~~ |
 | Plus Band           |   20 | Slayheim Castle                    | ~~~~~~~~ |
 | Hyper Gear          |   43 | Sacrificial Altar                  | ~~~~~~~~ |
 | Dead Heat           |   69 | Boss at Raypoint Geo               | ~~~~~~~~ |

 | Mumbrella           |  ~~~ | Initial equip                      | ~~~~~~~~ |
 | Flumrella           |   02 | Town of Meria                      |     90   |
 | PixyParasol         |   05 | Damzen City                        |    400   |
 | Sunshade            |   10 | Halmetz                            |   1200   |
 | Gay Parasol         |   16 | Sielje Region                      |   2500   |
 | Elf Parasol         |   25 | Quartly                            |   3900   |
 | Geranium            |   33 | Guild Galad                        |   4800   |
 | Dumbrella           |   44 | Coffin of 100 Eyes                 | ~~~~~~~~ |
 | Bow Parasol         |   56 | Palace Village                     |   6200   |
 | Pulbo Calbo         |   84 | Raypoint Flam                      | ~~~~~~~~ |
 | Breeze Cape         |  ~~~ |  ~~~ | Initial equip               | ~~~~~~~~ |
 | Mage Robe           |   01 |   03 | Town of Meria               |     80   |
 | Mist Blazer         |   04 |   05 | Damzen City                 |    300   |
 | Purple Vest         |   08 |   08 | Holst                       |   1000   |
 | Silky Robe          |   13 |   11 | Sielje Region               |   2100   |
 | Shield Cape         |   19 |   12 | Quartly                     |   3500   |
 | Maygas Robe         |   25 |   14 | Guild Galad                 |   4200   |
 | Azure Vest          |   32 |   18 | Boss @ D. Pillar Antenora   | ~~~~~~~~ |
 | Shiny Cape          |   40 |   21 | Palace Village              |   6800   |
 | Blue Blazer         |   57 |   29 | Raypoint Flam               | ~~~~~~~~ |
 | Bridal Gown         |  126 |  200 | Glaive Le Gable             | ~~~~~~~~ |
 | HEADGEAR NAME       |  DEF | DUNGEON LOCATION                   | PURCHASE |
 | Hairband            |  ~~~ | Initial equip                      | ~~~~~~~~ |
 | Cute Ribbon         |   03 | Illsveil Prison Island             | ~~~~~~~~ |
 | Barrette            |   07 | Raline Observatory                 | ~~~~~~~~ |
 | Serenade            |   11 | Sielje Region (behind the college) | ~~~~~~~~ |
 | Blue Ribbon         |   17 | Closed Mine Shaft                  | ~~~~~~~~ |
 | Moon Pin            |   24 | Sleeping Volcano                   | ~~~~~~~~ |
 | Tiara               |   39 | Boss at Raypoint Flam              | ~~~~~~~~ |

 | Magic Staff         |  ~~~ | Initial equip                      | ~~~~~~~~ |
 | Dream Wand          |   05 | Sielje Region                      |   2300   |
 | Rune Staff          |   13 | Quartly                            |   3600   |
 | Magic Wand          |   22 | Guild Galad                        |   4500   |
 | Crest Wand          |   34 | Coffin of 100 Eyes                 | ~~~~~~~~ |
 | Holy Staff          |   45 | Palace Village                     |   7500   |
 | Fate Staff          |   73 | Raypoint Wing                      | ~~~~~~~~ |
 | Chic Poncho         |  ~~~ |  ~~~ | Initial equip               | ~~~~~~~~ |
 | Sand Poncho         |   05 |   04 | Sielje Region               |   2000   |
 | Cute Bolero         |   11 |   07 | Quartly                     |   3300   |
 | Sun Poncho          |   17 |   11 | Sun Poncho                  |   4300   |
 | Blue Wind           |   24 |   18 | Boss at Diablo Pillar Caina | ~~~~~~~~ |
 | Safe Bolero         |   32 |   25 | Palace Village              |   6800   |
 | Shellwind           |   49 |   41 | Raypoint Wing               | ~~~~~~~~ |
 | Labyrinthos         |  118 |  121 | Glaive Le Gable             | ~~~~~~~~ |
 | HEADGEAR NAME       |  DEF | DUNGEON LOCATION                   | PURCHASE |
 | White Plume         |  ~~~ | Initial equip                      | ~~~~~~~~ |
 | Eagle Quill         |   05 | Sielje Region (behind the college) | ~~~~~~~~ |
 | Lucky Comb          |   12 | Urartu Station (Guild Galad side)  | ~~~~~~~~ |
 | Mir Feather         |   19 | Sacrificial Altar                  | ~~~~~~~~ |
 | Nisaba Wing         |   34 | Boss at Raypoint Wing              | ~~~~~~~~ |

 | Baserade            |  ~~~ | Initial equip                      | ~~~~~~~~ |
 | Main Gauche         |   23 | Grotto of Lourdes                  | ~~~~~~~~ |
 | Bright Edge         |   37 | Palace Village                     |   8000   |
 | Quick Knife         |   52 | Raypoint Muse                      | ~~~~~~~~ |
 | Breast Mail         |  ~~~ |  ~~~ | Initial equip               | ~~~~~~~~ |
 | Lamellar            |   19 |  ~~~ | Boss @ D. Pillar Judecca    | ~~~~~~~~ |
 | White Chest         |   30 |  ~~~ | Palace Village              |   6500   |
 | Cuirass             |   42 |  ~~~ | Raypoint Muse               | ~~~~~~~~ |
 | Coiste Bua          |  130 |   90 | Glaive Le Gable             | ~~~~~~~~ |
 | HEADGEAR NAME       |  DEF | DUNGEON LOCATION                   | PURCHASE |
 | Circlet             |  ~~~ | Initial equip                      | ~~~~~~~~ |
 | Silver Circ         |   09 | Lost City Archeim                  | ~~~~~~~~ |
 | Shamir              |   29 | Boss at Raypoint Muse              | ~~~~~~~~ |

 | Hob & Nob           |  ~~~ | Initial equip                      | ~~~~~~~~ |
 | Black Cape          |  ~~~ |  ~~~ | Initial equip               | ~~~~~~~~ |
 | Ebony Shade         |   12 |   04 | Promised Catacombs          | ~~~~~~~~ |
 | Bloody Cape         |   47 |   20 | Thunder Lion Cage           | ~~~~~~~~ |
 | HEADGEAR NAME       |  DEF | DUNGEON LOCATION                   | PURCHASE |
 | Goggles             |  ~~~ | Initial equip                      | ~~~~~~~~ |
 | Mad Goggles         |   26 | Defeat Mt. Chug-Chug Optional Boss | ~~~~~~~~ |


[- HIDDEN BOSSES -] --- [HBS1]

 Here is what you should have before taking these behemoths on:

 * Restore HP
 * Up P Defend
 * Up M Defend
 * 99 Mini Carrots (buy at Black Market)
 * The Life Orb (get in Lost City Archeim)

   BOSSES: Vortex Monster Brothers Zyclus & Zetrim

           Zyclus ~ HP: 60000  EXP: 50000  GELLA: 75000  DROP: Mad Goggles
           Zetrim ~ HP: 50000  EXP: 50000  GELLA: 75000  DROP: -----


   [ZET] Attack -----------> No damage
   [ZYC] Attack -----------> No damage
   [ZYC] Red Gilas --------> Fire-elem damage to allies (~1700)
   [ZYC] Gilas Spin -------> Watr-elem damage to allies (~1500)
   [ZET] Gilas Spin -------> Watr-elem damage to allies (~1200)
   [ZET] Black Gilas ------> Dark-elem damage to allies (~1200)
   [ZET] 39,000 Tons ------> Weak damage to ally        (~ 400)
   [ZYC] 40,000 Tons ------> Weak damage to ally        (~ 600)
   [ZYC] Counterattack ----> No damage...
   [ZYC] Blood Brothers ---> Restore HP on one enemy    (~2000)
   [ZYC] Whitewater Slash -> HIGH water damag to allies (~2400)
   [ZET] Whitewater Slash -> HIGH water damag to allies (~3000)
   TIM    : Lv. 46            LOCATED: Mt. Chug-Chug
   BRAD   : Lv. 45
   KANON  : Lv. 46
   LILKA  : Lv. 46
   ASHLEY : Lv. 46
   MARIVEL: Lv. 45

   It's suggested that Lilka take Tim's spot here, so she can Mystic the
   Life Orb and fully-heal everyone. Give her the Dan Dairam medium and
   the Necronomicon, and use Mystic each turn. When Ashley gets into the
   Overknight Blazer form, have him use Gun Blaze on Zyclus until the guy
   is dead. If you manage to get Zyclus out of the way, Zetrim will be a
   cinch -- all his moves are substandard except for Whitewater Slash. 
   Since the turn order may be a bit messed up, max out the Restore HP
   skill so you can withstand some of the tougher attacks. Have the third
   character you're using feed Lilka Mini Carrots (buy in Black Market)
   for an easier time. Don't let her FP go below 25!!!!!!   Use a Lucky
   Card when they're dead and revel in your own awesomeness.

07) FREQUENTLY ASKED QUESTIONS                                           [FAQZ]

 Here's where some common questions come up. If you think I've forgotten some
 that are crucial and more common than these, write in and I'll put 'em in.


[Q] - Where can I get more Duplicators?
[A] - Steal them from "Babalou" on the southernmost island, where you can also
      find the Meteorite Crater.

[Q] - What's up with this book written in an ancient language?
[A] - Make Marivel the party leader and you'll be able to read it.

[Q] - Are there any never-dying monsters? I wanna learn Eagle Claw pronto.
[A] - Yeah, I can think of two at least. Agion enemies (look like pots) that
      show up around the Spiral Tower summon Agion Yellow/Red/Blue enemies
      into battle, and the Doomsday monster in Glaive le Gable uses Elixir to
      heal itself completely. They're good punching bags...if you want to 
      wait that long. Equipping Kanon's worst weapon helps with the battle's
      longevity, too.

[Q] - What's the difference between Single/Group/All attacks?
[A] - A single-affecting skill only works on one target, while an hit-all one
      hits every enemy or ally (sometimes both!). Attacks affecting a group
      mainly apply to ally attacks used on enemies, since they can appear in
      certain groups. How do you know if they're in a group? Because when you
      select one to attack, it will look like (example):

        Man Trap  [A][B]
        Man Trap  [C]

      There are two groups -- one of A/B, the other of just C. Such attacks
      only hit certain enemies based on their position.

[Q] - Why does Marivel know Ashley when he doesn't know her?
[A] - It's a little confusing, but this is my take on her placement.

      The Memory Maze is composed of Anastasia's thoughts and will, apparently,
      but those who have strong feelings for the outside world can leave.
      Ashley left, Lucied left (although he is a guardian), and Marivel left as
      well, it seems. What strong feelings would she have? The Blaze of
      Disaster wiped out her race for the most part and her parents as well
      (not too sure on this), as the events at Promised Catacombs suggest.
      There's also the book in Meria Boule with a CN author that confirms the
      race was wiped out at this time, and that writer seems to be Marivel's
      parents -- the book certainly dates back aways.

      Anyway, her strong feelings allowed her to get to the real world and
      "rest" up for that time when she'd fight with Ashley. If I had to take a
      guess, after the Memory Maze, she returned to her own time while Ashley
      returned to his, thus why she remembers this and Ashley doesn't --
      Marivel existed before he was born. The opening of the game where the
      comet seems to be a harbinger of disaster could just be that very "sign."


[Q] - Okay, where do I get Status Lok? I can't find that bloody Skid Lancer?
[A] - This is probably the hardest Red Power to find. In the sea south of
      Sielje, you'll find patches of water that are dark brown. Search around
      there, and you'll find one eventually. It takes a while.

[Q] - What is the best way to level?
[A] - First, you need to have Tim's 3rd Level Force Skill, Divide. It's also
      suggestible that you have Marivel's Status Lok ability, as what you're
      about to face has a nasty habit of inflicting negative statuses. Finally,
      I'd suggest you take some Lucky Cards with you (you can steal them from a
      monster named Melchom in the valley between the Gate Bridge and
      Greenhell). Now that that's taken care of, go to the Withered Ruins,
      Ashley's first dungeon, south of Meria Boule. Find an enemy named
      Gagison (Marivel's My Mike Tool is wonderful for this) and immediately
      use Status Lok on the three members you want fighting this thing. Once
      that's done, switch Tim in (unless he's already Lok'd) and use Divide.
      Use a Lucky Card and kill this thing (it'll take a few minutes). Once
      that's done, you'll get 30,000 Exp. and 50,000 Gella, 60,000 Exp. and
      100,000 Gella with a Lucky Card! That's the best method, so get started!

[Q] - What are the best PS Skills?
[A] - ALWAYS go for HP Up in the first 9 levels. This can help the mages
      actually survive something, and make Brad a complete tank. After that, I
      usually go for Hp Restore #1 (never go for #2), but that's me. After HP
      Up, it's really up to you. Just a word of advice, never, and I mean
      never, go for the Status Resistance Skills. Against normal monsters they
      work, but it's bosses that inflict statuses, and these just plain suck
      against them.

[Q] - What good is 'LUCK'?
[A] - LUCK actually affects a lot of things. First and foremost, stealing.
      Characters with best LUCK will almost always steal. Second, Marivel's
      Skill Drain. If she was less than Good, it'll take a while to get the
      skill you want. It also probably affects the PS Skills Counterattack and
      Critical Attack, increasing the chances of activating them.

[Q] - Is Vash in this game?!
[A] - In Marina's room, there's supposed to be a picture that looks a lot like
      Vash the Stampede. Some say it's Vash, others say it's just a woman in a
      red dress. In all honesty, if you think Vash makes a very minor cameo,
      then Vash makes a very minor cameo. It's up to you.

[Q] - How should I upgrade the ARMS?
[A] - First off, realize that each ARM can only be upgraded to Lv. 10, and it
      starts at Lv. 1. That's right, only 9 upgrades per ARM, and it can't be
      taken back. This, and a few other reasons, are why ARMS, well, to be
      honest, aren't that useful in this game. However, if you're set on using
      Brad, and don't want to rely on Access, each character follows a simple
      rule for ARM upgrades.

      Ashley's ARMS are somewhat innaccurate, which means for them to be
      effective, you have to pump up the accuracy a little bit, maybe 2-3
      levels. 4 at most. Spend everything else on attack, as bullets aren't a
      real issue for him, except for maybe Rising Nova, and even the three you
      start with is fine.

      Brad has Lock On, so you should NEVER spend money on accuracy. In fact,
      your best bet is to pump up the attack as high as you can on every ARM.
      Get 2-3 more bullets for Rail Gun, however, as it only starts with one,
      and it is a very powerful ARM.

[Q] - Is Brad gay?
[A] - Okay, so this isn't how most people react, but it got your attention,
      right? Simply put, Brad is not gay. Looking at his conversation with
      Billy whilst getting Justine may make that idea spark in your head, but
      that's a spark you should ignore. I don't think that there's enough there
      to really support everything. And before you people throw Wikipedia at
      me, keep in mind that I've already seen that entry, and consider it
      exaggerated (very exaggerated) crap.

      Now yes, in the Japanese version, there actually is a gay character.
      Cocytus Member Caina was originally male, but was changed to female
      during its trip over to America.

[Q] - Where are the Pyramid bosses?
[A] - This list was compiled by Becca (muchas gracias!) in alphabetical order.
      This is NOT in reccomended fighting order, especially since Angolmois is
      one of the hardest bosses in the game.

      - Angolmois (located at Golgotha Prison)
      - Kobold King (located at Closed Mine)
      - Ragu O'Ragula (located at Aguel Mine)
      - Titanus (located at Halmetz)
      - Xenon (located at Slayheim Castle)
      - Zavorg (located at Meteorite Crater)
      - Zolinge (located at Wind Tiger's Den)
      - Zyclus and Zetrim (located at Mount. Chug Chug)

08) THANKS / CONTRIBUTORS / THE AWESOME BUNCH                            [TCW1]

~ Many aspects of this guide I asked for feedback on, and the GameFAQs WA2
  board was of great help with their answers. Some of their tips are featured
  in the appropriate section, but I'll name 'em here, too. Thanks to these
  cats for their sweet contributions:

       * Horith                 * Becca              * VeghEsther
       * Random_Person06        * Black_Zero_X       * Artema Dragon

~ Natwaf_akidna, for finding an unlisted monster in Millennium Puzzle 1
~ Tom Jerry, for Vortex Cut correction
~ Rosenistheman, for the location of the Duplicators in Grotto of Lourdes.
~ christoph771, for a Belleclaire tip
~ Kevin Noum, compass correction @ Raypoint Geo
~ Tom Jerry, for missing Thunder Lion Cage Marivel items
~ buggr, for a puzzle correction at D.P. Antenora
~ ShinAkuma777, for Galieon's EXP/G rates
~ LoveSheep, for Escdown info
~ Master_Faust for Reject All Fools info + miscellaneous corrections
~ S.G. Fernández, for Raypoint Wing correction
~ Jean-Daniel Lyna, for correction at Aguel Mine Shaft
~ To any readers who put up with me, my sayings, and huge table of contents <3

09) UPDATES                                                              [UTD1]

02-05-07 ---------------------------+ Added to GameFAQs
                                    + Walkthrough 100% done
                                    + Some optional sidequests / bosses done

02-06-07 ---------------------------+ Added Marivel + some skills to section
                                    + Added equipment list (~90% done)

02-20-07 ---------------------------+ Error corrections, thanks to VeghEsther
04-12-07 ---------------------------+ Updated Jasoul portion
12-15-07 ---------------------------+ Updated Millennium Puzzle 1 section
04-22-08 ---------------------------+ Updated Grotto of Lourdes section
05-25-08 ---------------------------+ Updated Aguel Mine Shaft

10) LEGALITY                                                             [LGL1]
This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.

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Shotgunnova is a long-time GameFAQer, author, and ASCII mapper.